Part 3.2 SoD Xenith Base: Trapped in a Room

Adventures of the 13th SET
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Pender Lumkiss
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Part 3.2 SoD Xenith Base: Trapped in a Room

Post by Pender Lumkiss »


Bennies Reset and once per quad things reset too!
Xenith base at last... Wait why am I naked, in some cases naked again??? Expert piloting, suburb driving, and some fancy shooting/dancing see you guys make it the last leg through the chasm in the mountain wall finally seeing the hidey hole black market base called Xenith. The Hyperion Corp families rescued, decidedly disgruntled CS Samas pilot, and a bleeding cyber horse all in hand, vehicle or tow.

On the otherside you see 12 glitter boy 7s, no boom gun on those babies, they have two shoulder mounted weapons. A medium vehicular laser, and a gattling rail gun. They open fire taking out several of the SAMAS flying in close behind you. A small rat face humanoid techno wizard hits a button on a potato bulb and all 12 chromium guardsmen go white hot with a blinding light not seen, well, not seen by anyone and survived.
GB 7
9E2CC47A-AF07-4EAD-9BD3-E4E9D01A64D2.jpeg
Just before you all black out from the intense visual simuli (Yup they over load any protective gear you have) you hear the dulcet tones of monkey man George over the comms, ” That was an awesome chase folks. Sorry to do this to you. Sorry Max, things are a bit different since you left. Precautions and all... Big Boss Mikey will want a meet after he sees what you can do. See you when you get out and sorry about the smell. Max you still like fruity red pies right?” George seems to emphasize the d in red there for a beat too long.

It all fades to black and you wake up in a black room made of black rock. A glowing ball of light illuminates it from the center of the room. The light is warm and soothing like being under the sun. It seems slightly gaseous but for now contained in the floating ball. You are all together stripped down to your skivvies. Cantrell has a silk black robe on as well ( All items unless it is hidden inside your body are gone, if you have some kind of connection with the items you can feel they are near by within half a mile). The cell/room floor, walls, and ceiling is treated with some kind of metal that has interesting arcane sigils on it. These metal plates are placed in a mosaic pentagram on each of the six surfaces of the large room you are in. Anyone with detect magic like a dog boy can smell the magic wafting off it as if you are standing in a leyline. There does not seem to be any video survelience, and if you were injured you are healed, and PPE and ISP are full up.

The door to the cell looks incredibly complex and one would have to be the best lock smith to crack it open. It has 8 seperate shape like combinations that have to be turned delicatly and simultaneously to the right combination of either square, equalateral triangle, rumbus, Parrallelogram, Isosoleces triangle, and diamond. Seems like if you knew the combination you could unlock the door with 8 people working the combinations simultaneously, or 6 assuming 2 have some kind of sweet ass tail. The lock is very incitric, sturdy and very mechanical (old school, and not electronic or magical in anyway). A sharp eyed notice of 8 or more sees a scripted DC at the bottom of the coplex lock. Welcome to the Dark Vault.

A few decayed skeletons in the corners of the vault would indicate that others have been placed in side here and not uncovered the secret to getting out. The smell is absolutely gut wretching.

Player directions:
Please make a vigor roll vs Fear/Nausea: If the scene was grotesque or horrific, such as a grisly discovery or learning a secret “Man Was Not Meant to Know,” the character is Shaken and must make a Vigor roll or suffer severe nausea/mental shock that causes a level of Fatigue for the remainder of the encounter. A natural 1 on the Spirit die (regardless of the Wild Die) causes the victim to roll on the Fright Table as well.

Feel free to RP and take part in the task at hand to open the lock or explore more about the room. It takes a success per player to unlock the door using either smarts or agility at -2 assuming you know the 8 shape pass code( mostly to time it all at the same time). +1 benny for whom ever NPCs Flint and makes his roll. If you do not know the 8 shape passcode the above rolls are made at -8.
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Field Team Six Bennies
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Libertas Magicum
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Re: Part 3.2 SoD Xenith Base: Trapped in a Room

Post by Libertas Magicum »

Lib & Flint both succeed at Vigor, Flint gets a Notice Raise, Lib gets a Lockpicking success to figure out the mechanism
Vigor [dice]0[/dice] ACE Running Total [dice]2[/dice]
Wild Vigor [dice]1[/dice]

Lockpicking [dice]8[/dice]
Wild Lockpicking [dice]9[/dice]
Extra Effort Lockpicking [dice]10[/dice]

Flint Vigor [dice]3[/dice] ACE Running Total [dice]5[/dice]
Wild Vigor [dice]4[/dice]

Flint Notice [dice]6[/dice]
Wild Notice [dice]7[/dice]


.
Lib gags only briefly when they wake up in the room with the corpses. Discovering himself down to his skivvies, he sighs. "Least we're not naked again--no need for Cantrell to make castration threats this time." He rubs his head a bit, determines he's feeling okay, refreshed, and nods.

Peering around the cell, he sighs. "Can't people leave a man his eyeware?

Flint also sits up. "Quit whining, Pup, at least we aren't tied down. We're just in a cell. Heck, they even put the combination lock on this side of it."


Lib looks vaguely in his direction. "Wait, they what? Hrm... see what we're made of... Great, this is a test--if we can't get out of here, we're not worthy of being here. Fine, Old School--tell me about the locks."

Flint snorts and looks them over. "Eh, 8 locks, you gotta have the symbols in the right order, I think."

"Symbols, not numbers?"

"Yeah. Square, diamond, tipped over diamond, stretched out diamond, two different triangles."

"Wait, wait, three different diamonds and triangles? That doesn't.. describe 'em to me."

"Since when are you in charge, Pup?"

"Since I'm a super genius and Jude ain't woke up yet."

"Ugh. Fine. One of the triangles is the same size on all sides. One triangle's stretched out, looks like an arrowhead. Then there's the diamonds--one is just like the one on a playing card. the other two are tipped over, and one of the two is longer on one pair of sides than the other. Oh, and below it, its says 'Welcome to the Dark Vault.'"

LIb thinks for a minute. "Hey, Max, you got good friends. And wealthy ones, because it sounds like this is another Diamond Clad special." Oddly, he seems sincere, despite the circumstances. "Red pies. I like that. Flint, gimme a hand, here, identify the symbols for me."

He has them go around the six-symbolled dial, then nods, and tries spinning the wheel around: Rhombus, Equilateral Triangle, Diamond, Parallelogram, Isosceles Triangle, Equilateral Triangle, Square. He frowns when he finishes.

"Even if I was only working on one, there should've been a clack there as this one's tumblers fell into place. There's no gap on the dial, like an open space, is there?"

Flint shakes his head. "Nope. Whassamatter, Super Genius, can't get it after all?"

"Oh, I'll crack it, Old School, just lemme--" He turns the wheel again, and blinks when he feels a soft 'thunk' inside. "Okay, yeah, it's definitely 8 characters long. But what the Hell? The code was only 7 long..."

"You mean Red Pies? I dunno if I'd trust my fate to someone with a speech impediment."

"Wait, what do you mean?"

"Well, he nearly stuttered there--practically made it sound like Red-ed pies."

Lib blinks. And blinks again. "Almost like a double-d, you mean?"

"Yeah, didn't you hear him?"

"Eh, not that clearly." Hell, I thought I heard 3 D's.... Stupid monolithic time flow.... The tail twitches. You should try feeling what it's like when you're used to a time sphere, and you get stuck in a single stream, Libertas. Hush, not now. "Okay, I think I got it, now."

He gives another spin of the dial, this time: Rhombus, Equilateral Triangle, Diamond, Diamond, Parallelogram, Isosceles Triangle, Equilateral Triangle, Square. Feeling the click this time, he nods.

"Okay, that's the order. Now we just gotta get everyone coordinated, Boss." He turns to Cantrell. "On your signal. We'll need to time these all like synchronized swimmers."
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Jitters
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Re: Part 3.2 SoD Xenith Base: Trapped in a Room

Post by Jitters »

Notice 6
[dice]0[/dice]
Wild Die [dice]1[/dice]
Wild Die [dice]2[/dice]
Common Knowledge 4
[dice]3[/dice]
Wild Die [dice]4[/dice]
Wild Die [dice]5[/dice]
Smarts 2
[dice]6[/dice]
Wild Die [dice]7[/dice]
Wild Die [dice]8[/dice]
Vigor 15
[dice]9[/dice] Ace!
Vigor Ace [dice]18[/dice]
Wild Die [dice]10[/dice]
Wild Die [dice]11[/dice]
Lockpicking 11
[dice]12[/dice] Ace!
Lockpicking Ace [dice]19[/dice]
Wild Die [dice]13[/dice]
Wild Die [dice]14[/dice]
Agility for task 5
[dice]15[/dice]
Wild Die [dice]16[/dice]
Wild Die [dice]17[/dice] Ace!
Wild Die Ace [dice]20[/dice]
Ignore further rolls
Agility [dice]21[/dice]
Wild Die [dice]22[/dice]
Wild Die [dice]23[/dice]
Agility for Tail 8
[dice]24[/dice]
Wild Die [dice]25[/dice]
Wild Die [dice]26[/dice]
-1 Benny for Extra Effort [dice]27[/dice]
Jitters woke up naked, again. Unlike the rest of the team, he didn't wear underwear, and therefore when he had been stripped down to his skivvies, he was as naked as the day he was born. He came to next to a skeleton that still had some rotted flesh on it, so he took a deep breath of the aroma, let it out and said "Mmmnowthat'sfresh!" Standing up, Jitters took a finger off of one of the skeletons and walked over to the door to examine it. If anyone gives him a funny look, he will tell them with a strait face "Don'tweneedaskeletonkey?" He will then proceed to place one hear to the door while holding the "skeleton key" in his ear to better block out sound as he listens for the lock catching as the dial is turned. When everyone is ready, he turns his two dials to the position that they need to be in at the same time everyone else is, hearing a satisfying clang when it unlocks.
Last edited by Jitters on Sat Jul 07, 2018 8:18 am, edited 5 times in total.
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Wilk's 237 Laser Pistol (15/30/60, 2d6+1 dmg, RoF 1, AP 2, 16 shots, 3 lbs, Semi-Auto)
JA-11 Energy Rifle (30/60/120, 3d6, RoF 1, AP 2, Shots 60, 7 lbs, Special)
  • As an action, switch to Ion Beam (12/24/48, 1-3d6+1, RoF 1, 0 AP, 10 Shots), or have laser do Mega-Damage (uses 10x the ammo and applies snap fire penalty). Integrated scope offsets up to either -2 points of penalties due to range or lighting (or the lack there of).
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs), Tough Clothes (+1 Toughness), Bandito Arms Branaghan Overcoat (+1 Toughness)
ISP: 20/30
Bennies: 3 Red 5 Regular

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes
Temp Stats
none
Adventure Card
Contact
Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Enemy
Play at the beginning of the game session. A villain of the GM's choice becomes your character's sworn enemy and you may not soak wounds caused directly by him. Starting Now, you draw an extra Adventure Card each game session until the enemy is "retired".
Better You Than Me
Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
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Jude Maverick
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Re: Part 3.2 SoD Xenith Base: Trapped in a Room

Post by Jude Maverick »

Notice 12
Notice [dice]0[/dice]
Ace [dice]6[/dice]
Wild [dice]1[/dice]
Common Knowledge 1 Crit Fail
Notice [dice]2[/dice]
Wild [dice]3[/dice]
***
Fear/Nausea 5
Vigor [dice]4[/dice]
Wild [dice]5[/dice]
Jude groaned, his head throbbing. Had that explosion blinded him? No, some kind of light was shining through his eyelids. He rolled over, feeling cold stone against his flesh.

Wait, what?

Jude sat up quickly, finding himself stripped down to his black boxer briefs. The rest of the team were similarly stripped, except someone had put a black silk robe on Cantrell. Still, Jude had to take a moment to admire the way the cloth draped over her curves. She truly was a remarkable beauty.

Jude looked around at the black room. A smell hit him, and he gagged, but kept himself from vomiting. So they’d been put into a death chamber, surrounded by arcane runes.

“God, I hope we don’t get raised as zombies,”he muttered.

Then Jude looked around frantically. “Nici!” His sister wasn’t here! He did not just jump out of a speeding vehicle to save her only to have the God damn Black Market execute her!

Jude walked over to examine the intricate lock on the door. There was some sort of script written beneath it.

“You got it figured out, Goggles?” Jude asked. “Can you see without those?” he asked the techno-wizard.

While Libertas worked, Jude walked around the room to examine it closer. He went to the bodies and knelt down to examine them.

“Poor guys. What did you do to deserve to be thrown in here? Save the Black Market boss too?” he said bitterly. “If this Mikey has hurt Nici, he’ll wish we let the CS stomp him.”

When Libertas called to him to join them in working the lock mechanism, Jude headed over to help.
Smarts 7
Smarts [dice]7[/dice]
Wild [dice]8[/dice]
***
Conditions
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 15/15 PPE
Rifle Ammo: 49 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 7/6
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
  • Get a Clue: Play this card for a clue from the Game Master for some advice or a hint on how to resolve a current predicament or problem.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Dressed to Kill: Your hero dresses up, is “on” for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current “scene.”


Mission Objectives
Sent by temporal ghost Bane to Dweomer to retrieve the Valent Blade to cut Earth off from bad timey-wimey stuff caused by all the temporal mucking..
Stop by Whykin on the way to make a delivery for Black Market Carol. Our orders were to avoid Whykin.
Get something that belongs to Lord Dunscon.
Trade caravan with dog boy crazies to Stormspire.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Libertas Magicum
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Re: Part 3.2 SoD Xenith Base: Trapped in a Room

Post by Libertas Magicum »

Lib tries to reassure Jude a bit. "Don't worry, man, if Nici ain't in here, it's because she's not being tested. They want us for something, and they aren't stupid. They'd have to know that killing her would kill any deal they might want to make. You don't have to trust their good intentions, just their self-interest." He gets a faintly distracted air for a moment.

You realize, of course, the girl could be held as a hostage to force compliance? Yeah, but I'm not looking to buy trouble. If that's what they're doing, then we'll do what we gotta to get her out for Jude, and if she's been mistreated in any way, we'll turn the mountain into a crater afterwards. But Pretty Boy doesn't need to worry about that, right now--we need his head in the game.

Aloud, as Jude steps up to the controls, Libertas lets Cantrell give the signal, then turns both his knob and another using his tail.

Meanwhile, Flint, still grumbling about how nonsensical all this is, deals with a third dial.
OOC Comments
Smarts [dice]0[/dice]
Wild Smarts [dice]1[/dice]
EE Benny [dice]4[/dice]

Tail Smarts [dice]2[/dice]
Wild Tail [dice]3[/dice]
Reroll Benny
[dice]5[/dice]
[dice]6[/dice]

Bennies: Down to 2/2.

Flint roll:
Smarts [dice]7[/dice]
Wild Smarts [dice]8[/dice]
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Maximilian
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Re: Part 3.2 SoD Xenith Base: Trapped in a Room

Post by Maximilian »

Rolls - Success on Vigor, success on Agility
Vigor vs. nausea
[dice]0[/dice]

WD Vigor
[dice]1[/dice]

Agility - forgot -2, total is 7
[dice]2[/dice]

WD Agility
[dice]3[/dice]
Max groans as he comes to. The stench tries to overpower his nose and his constitution, but he's no stranger to sifting out unwanted smells. He exhales with a snort and a growl. "I got your red pies right here, Geo...oooooh, I get it!" His temper slightly assuaged, he jumps to aiding Libertas. When the time comes, he twists his dials in conjunction with Lib's instructions. "I did always love 'red pies', but somebody's gonna have to explain to me why a member in good standing gets treated this way, especially after saving the day for some VIPs." He looks around at the previous contestants who failed the game. "Better them than us. Let's get moving."
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Cantrell
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Re: Part 3.2 SoD Xenith Base: Trapped in a Room

Post by Cantrell »

Notice 9, CK 7, Vigor 7, Agility 7
Notice [dice]0[/dice]
Wild [dice]1[/dice]

Common Knowledge [dice]2[/dice]
Wild [dice]3[/dice]

Vigor [dice]4[/dice]
Wild [dice]5[/dice]

Agility [dice]6[/dice]
Wild [dice]7[/dice]
Benny for Extra Effort and Elan [dice]8[/dice]
Cantrell regains consciousness with a start, her cybernetic systems clearing the remnants of whatever knocked her out and getting her on her feet in less than a second. She looks down, taking in the robe and lack of gear and immediately flushes with white-hot anger.

"It wasn't fucking funny the first time, and it's even less funny now," she mutters, checking herself for any new tattoos. "Whoever took my clothes is getting their ass kicked, I don't care if it's the King of goddamn Atlantis."

She glances at the mystical writing on the wall, notices the "DC" imprint, and wrinkles her nose at the smell from the old rotting corpses.

"Libertas, you got a read on this? Some sort of puzzle like the other vaults Diamond Clad made? Whatever it takes, lets put the hustle on so we can get out of here and start teaching some of these Black Market assholes what happens when you mess with the 13th."

Tearing off a long strip of cloth from the hem of her robe, Cantrell heads over to the most decomposed of the bodies and wraps the cloth around one of the arm bones. Yanking it free, she then snaps off one end to create a bone shiv, wrapping the silk fabric tight around the other end for a handle.

When Libertas calls out the sequence of sigils, she pitches in with the rest to touch each one in turn, triggering the lock.
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
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Pender Lumkiss
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Re: Part 3.2 SoD Xenith Base: Trapped in a Room

Post by Pender Lumkiss »


+1 benny to Jitters for being naked
Exit to Carol Danvers
The door rolls back and light comes flooding in glinting off a combat cyborg body that is reminiscent of the Silver Bluff black market operator Carol Danvers. Surprisingly she still has a wide away of facial expressions and if your were into robots she would be rather appealing and decidedly feminine. She smiles at the 13th greeting them like old friends and Jitters like a new one.
” I knew you would get ole George's message and set the table right for your meeting with Big Boss Mikey. I know, I know, not the usual way you greet guests but with an entire city disappearing before our midst these are unusual times.”
She grimaces touching her chrome face, ” Some folks are sore you never came through on your promise and as a result we lost some assets, but I am not too sore.” She jabs Max in the ribs as if hinting at an inside joke. She looks at the crazy appraisingly, ” That sure was pretty impressive driving. Big Boss Mikey swore us all to secrecy saying if that trick got out we would all be finished. Just impressive. My name is Carol by the way.” She bats her cyber eye lashes looking Jitters up and down appreciatively.

The room she is receiving you in has all your clothes washed, pressed and folded. The room is fairly large, a beige travertine, and bright. Even Libertas goggles are cleaned new with a little extra hardware on it. Perhaps a TW might have put an upgrade onto it. Everyone else’s clothes seem to be a bit sturdier or interlaced with some kind of super strong thread. (Choice of battle hardened or Tough as nails while wearing the new clothes). A few changing rooms are to one side and a long hallway is down the other.

Pleasant voices echo in as if people are having a lovely time dinning at the end of the long hallway presumably leading to the dinning area. A good ear would in fact pick up monkey man George and if you knew Jude’s sister Nici would be at least another of the voices.
Cantrell
If you succeed on your notice you pick up on a voice not heard since a particular sound booth at a certain concert in gloom.
Combat cyborg Carol gestures to the clothes and rooms ( six to be exact), ” Our Technowizard has upgraded your garments or ocular device please ask any questions quickly, dress, and proceed down the hallway to diner with the big boss. Feel free to talk amongst yourselves as this is a safe area. I think the boss wants to ask you a couple of questions... He has thrown a diner party in your honor, among the noted guests are Nicole Maverick, our own George, and an esteemed cyber knight from the Tomorrow Legion itself. There are a few others of course.” She winks at Cantrell, ”One in particular a raven hair fan seemed very interested in you Cantrell.” The changing rooms are nice, there is a mirror, a pitcher of water with a cold glass on a small table. On one of the walls is your character’s favored personal weapon of choice. Your other gear and armor are sadly missing.

As you get dressed Carol smiles and directs you down the hallway. She seems unaware or uncarring that someone placed weapons in your rooms. The hallway to the dinning area is long, and slender about 1 person can walk comfortably down it. A bright light, friendly faces, and pleasant music or conversation greet you as you enter.


RP, choose your weapons, ask your questions, get dressed, RP some more, and head down the hall way if you so dare. Or do something else that you would rather do. Basically you can do whatever you like in this room but the scene ends when you walk into the dinning area.
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Libertas Magicum
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Re: Part 3.2 SoD Xenith Base: Trapped in a Room

Post by Libertas Magicum »

Lib blinks as he recognizes Danvers. Good to see she rolled with the issues with delivery.... Interesting cyberwork, there.

He gives Jude a quick grin Danvers mentions Nici as one of the guests of honor. "See, man? Totally fine." He does shoot Cantrell a quick look at the mention of a cyber-knight guest, though.

As he feels over the goggles, he blinks in surprise, then gives a smile. "Did your TW say what functions he slapped on here? They your basic Magic Optic system, just a minor upgrade on the goggles themselves, or did he go with a custom build?"

Even as he's speaking, he's pulling them on and fiddling with them to figure out what the changes are, then examining the other gear as well, doing the same for anyone else whose gear seems tweaked--after she answers, he goes and gets dressed, then steps into the hall.

I'm not going to lock you down, but PLEASE don't swipe anything from these guys.

You do realize that little foible is from your subconscious desire for 'phat lewt', not mine, right?

Well, then, if you can, try to interfere with it a bit more.
TW 7, K: Arcana 8
Wasn't sure if you preferred TW or K: A for "determine function", but then realized they used the same dice pool, so just tossed 'em both in.

Techno-Wizardry [dice]0[/dice]
Wild TW [dice]1[/dice]

Knowledge: Arcana [dice]2[/dice]
Wild K: A [dice]3[/dice]
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Jude Maverick
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Re: Part 3.2 SoD Xenith Base: Trapped in a Room

Post by Jude Maverick »

Notice 13
Notice [dice]0[/dice]
Ace [dice]4[/dice]
Wild [dice]1[/dice]
Common Knowledge 7
Notice [dice]2[/dice]
Wild [dice]3[/dice]
***

The door slid open, and a combat cyborg met them, with a familiar face.

“Oh, Carol…” Jude said sadly. “I am so sorry. Things came up beyond our control. You...look good, though.” He flashed her his handsome smile, though there was sadness and regret in his eyes.

Jude heard his sister’s voice down the hallway and nearly went out there in just his boxers, but he wisely remembered Nici would likely never let him live it down, so he took his clothes and went to the changing room. His rifle with attached glaive was leaning in the corner, though his armor and the rest of his things were missing. He frowned in consternation.

If he was going to a dinner party, Jude did wish he had something better to wear than just his sturdy streetwear, but it would have to do. He took a moment to do his disheveled hair as best he could with the water, but alas there was nothing to make him truly presentable. No gel or hair spray, no cologne, not even soap to get the dead body smell out.

“Alas, it’s a good thing you were born with awesome genes, Jude Maverick,” he told his reflection in the mirror before picking up his rifle and heading down the bright hallway.

“Nici!” Jude exclaimed, relieved to see his sister was okay. He hurried over to give the gorgeous redhead a hug.

***
Conditions
Current Toughness: 8 + Battle Hardened clothes
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
Brave: +2 Fear
Strong Willed: 2 vs. Tests of Will
Elan: +2 when spending Bennies
I Know a Guy
Battle Hardened: +2 Soak
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 15/15 PPE
Rifle Ammo: 49 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 7/6
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
  • Get a Clue: Play this card for a clue from the Game Master for some advice or a hint on how to resolve a current predicament or problem.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Dressed to Kill: Your hero dresses up, is “on” for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current “scene.”


Mission Objectives
Sent by temporal ghost Bane to Dweomer to retrieve the Valent Blade to cut Earth off from bad timey-wimey stuff caused by all the temporal mucking..
Get something that belongs to Lord Dunscon.
Trade caravan with dog boy crazies to Stormspire.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Maximilian
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Re: Part 3.2 SoD Xenith Base: Trapped in a Room

Post by Maximilian »

Max gives Carol a once-over. "If anyone can pull off being a robo-babe, it's you, Carol. Still...I'm sorry. Between getting ambushed by a CS kill squad and ending up saving the world in Gloom, the package delivery just got pushed back." He snorts a little. "Yeah, the welcome reception is a little chillier than last time I was here. The carcasses in that room didn't like red pies? Good old George. I owe him a banana and a drink." He laughs at his own joke, because obviously, it's funny. Then the look on his face drops, and he asks hurriedly. "Where's Nadine?! Is someone touching my baby?!"
Upon being answered, and assuming it's acceptable, he nods, then moves into the changing room to put on his new duds. Tough stuff, this. They did a number on it. He stops short as he notes his LG6 on the wall. What the hell...strip us naked, but leave me a friggin' grenade launcher on the wall? This feels off. Dressed, and the rifle slung on his back, he makes his way down the hall. He nudges Cantrell. "Top Dog, this feels weird. I've got a full load of grenades going into a dinner party. I mean, don't get me wrong. That's my kind of party. But not everyone likes that kind of dance."
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Pender Lumkiss
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Re: Part 3.2 SoD Xenith Base: Trapped in a Room

Post by Pender Lumkiss »

Maximilian wrote:Max gives Carol a once-over. "If anyone can pull off being a robo-babe, it's you, Carol. Still...I'm sorry. Between getting ambushed by a CS kill squad and ending up saving the world in Gloom, the package delivery just got pushed back." He snorts a little. "Yeah, the welcome reception is a little chillier than last time I was here. The carcasses in that room didn't like red pies? Good old George. I owe him a banana and a drink." He laughs at his own joke, because obviously, it's funny. Then the look on his face drops, and he asks hurriedly. "Where's Nadine?! Is someone touching my baby?!"
Upon being answered, and assuming it's acceptable, he nods, then moves into the changing room to put on his new duds. Tough stuff, this. They did a number on it. He stops short as he notes his LG6 on the wall. What the hell...strip us naked, but leave me a friggin' grenade launcher on the wall? This feels off. Dressed, and the rifle slung on his back, he makes his way down the hall. He nudges Cantrell. "Top Dog, this feels weird. I've got a full load of grenades going into a dinner party. I mean, don't get me wrong. That's my kind of party. But not everyone likes that kind of dance."
Carol smiles easy laughing with Max at the compliment, ”True! And of course no one is touching Nadine. Although our techno wizard might be oogling that plasma axe you got on her.” She pauses, ” I don’t suppose you guys brought the black box with you?”
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Cantrell
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Re: Part 3.2 SoD Xenith Base: Trapped in a Room

Post by Cantrell »

Notice 6, CK 2, Persuasion 15
Notice [dice]0[/dice]
Wild [dice]1[/dice]

Common Knowledge [dice]2[/dice]
Wild [dice]3[/dice]

Persuasion [dice]4[/dice] = Ace! [dice]6[/dice]
Wild [dice]5[/dice]
Cantrell isn't any happier about being drugged and stripped, but mention of the "raven-haired fan" from the soundbooth in Gloom distracts her with nervous butterflies and a shiver of anticipation. Never thought I'd see her again ... but I guess demigoddess ley line walkers have a way of turning up in all sorts of places.

Still, first thing's first, she thinks, as she heads to the room assigned to her and quickly begins dressing. Her clothes have been modified, she notices, but she doesn't see any sign of any bugs or sabotage. Her Japanese AT-130 is hanging on the wall, and she holsters the particle beam pistol at her hip, ready for whatever awaits. But first, she needed to check on Lyssandra.

"Hey there," she says, stopping one of the Black Market functionaries in the hall outside her dressing room. "The Ixion that was with us, the cyber-centaur, where is she? Is she receiving medical attention?"

The market operative turns out to be a huge Drei Marbles Left fan, and with a little sweet-talking and promises of an autograph, Cantrell gets her hands on a tablet linked up to the base's medical bay. There, the mutilated body of former Tolkeen captain Lyssandra can be seen, hooked up to all manner of medical equipment as Black Market surgeons work to correct some of the damage done by Butcher.

Cantrell is even able to talk for a moment with the head surgeon, who promises to put the cyber-horsewoman back together as good as new, if not a little better.

"Obviously, we don't have a lot of pre-made systems that will fit her physiology, but we have a cyber-artificer on staff who can do impressive custom work on short notice. And we've also been retrofitting parts from several models of robot-horse, to good effect," he says.

"Well, give her your best. I owe her my life a few times over. When she wakes, tell her I'll be down as soon as I can."

Disconnecting, Cantrell breathes a sigh of relief, then draws in a deep breath, readying herself for the dinner party down the hall. There is that "raven-haired fan" ... Then again, they also gave her a pistol ...
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
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Maximilian
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Re: Part 3.2 SoD Xenith Base: Trapped in a Room

Post by Maximilian »

Max nods at Carol. "Of course! We weren't dumping the job. Just delayed. Heck, we were on our way to make the drop when the town vanished. Timing, right? I hate it when towns vanish when you're trying to deliver stuff there." He chuckles. If he was nervous, you couldn't tell. Did they stuff that in Nadine, or is that riding in the zone ranger?
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Re: Part 3.2 SoD Xenith Base: Trapped in a Room

Post by Cantrell »

"Chromium alloy looks good on you, Carol," Cantrell says as he walks up and claps Max on the back.

"As for that package, it's stowed under the passenger seat in the Zone Ranger, wherever that's been stashed. You'll need to take a reflex-wrench with you -- it's bolted in, to protect against being 'accidentally dislodged' by wandering tails."
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
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Jitters
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Re: Part 3.2 SoD Xenith Base: Trapped in a Room

Post by Jitters »

Notice 7
[dice]0[/dice]
Wild Die [dice]1[/dice]
Wild Die [dice]2[/dice]
Bonus from IF: +2
Common Knowledge 4
[dice]3[/dice]
Wild Die [dice]4[/dice]
Wild Die [dice]5[/dice]
Penalties from Race: -1
Smarts 5
[dice]6[/dice]
Wild Die [dice]7[/dice]
Wild Die [dice]8[/dice]
Penalties from Race: -1
Pender Lumkiss wrote:The door rolls back and light comes flooding in glinting off a combat cyborg body that is reminiscent of the Silver Bluff black market operator Carol Danvers. Surprisingly she still has a wide away of facial expressions and if your were into robots she would be rather appealing and decidedly feminine. She smiles at the 13th greeting them like old friends and Jitters like a new one.
” I knew you would get ole George's message and set the table right for your meeting with Big Boss Mikey. I know, I know, not the usual way you greet guests but with an entire city disappearing before our midst these are unusual times.”
She grimaces touching her chrome face, ” Some folks are sore you never came through on your promise and as a result we lost some assets, but I am not too sore.” She jabs Max in the ribs as if hinting at an inside joke. She looks at the crazy appraisingly, ” That sure was pretty impressive driving. Big Boss Mikey swore us all to secrecy saying if that trick got out we would all be finished. Just impressive. My name is Carol by the way.” She bats her cyber eye lashes looking Jitters up and down appreciatively.
Still naked as a jaybird, Jitters dips into a deep bow while bringing his tail up, and as he returns to a standing position, gives a flourish of a salute with his tail. "Why thank you! I just let my instinct and reflexes take over as needed. Pleasure to meet you, I am Jitters." He follows the group to the room where their gear is displayed on a table and picks up his pants and shirt that look like they have been re-made with denim. He holds it with one hand and his tail while punching it with his free arm. "That's damn tough right there." Jitters says as he dresses right there. Not seeing the rest of his gear out there, he eventually goes to the changing booth they had been stored in and loads up there as well, finding also a an armored duster that redistributes the weight on him, allowing him to carry more. With this in mind, Jitters decides to swap out his Wilk's rifle for his JA-11 Rifle, then thinks to himself Damn, I wish I had a second, or even a third pistol right now so that I could strut into there twirling them all at once! Oh well! He finally leaves the changing area that was set aside for him that he never bothered using, with the exception of retrieving his items from there, and struts into the dinning area (trying to) twirl his Wilk's pistol, then spin tosses it into the air and let's it fall into it's holster.
Agility
[dice]9[/dice]
Wild Die [dice]10[/dice]
Wild Die [dice]11[/dice]

-1 Benny for Extra Effort [dice]12[/dice]

Agility to holster the gun [dice]13[/dice]
Wild Die [dice]14[/dice]
Wild Die [dice]15[/dice]
While the gun is weighted well for shooting, it's not as well weighted as Jitters initially thought it would have been for twirling. Nonetheless, he finally figured out exactly where the guns center of mass was as he tossed and and let it fall effortlessly into his holster, cocking his hip to one side and giving a small shrug.
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Wilk's 237 Laser Pistol (15/30/60, 2d6+1 dmg, RoF 1, AP 2, 16 shots, 3 lbs, Semi-Auto)
JA-11 Energy Rifle (30/60/120, 3d6, RoF 1, AP 2, Shots 60, 7 lbs, Special)
  • As an action, switch to Ion Beam (12/24/48, 1-3d6+1, RoF 1, 0 AP, 10 Shots), or have laser do Mega-Damage (uses 10x the ammo and applies snap fire penalty). Integrated scope offsets up to either -2 points of penalties due to range or lighting (or the lack there of).
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs), Tough Clothes (+1 Toughness), Bandito Arms Branaghan Overcoat (+1 Toughness)
ISP: 20/30
Bennies: 3 Red 5 Regular

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes
Temp Stats
none
Adventure Card
Contact
Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Enemy
Play at the beginning of the game session. A villain of the GM's choice becomes your character's sworn enemy and you may not soak wounds caused directly by him. Starting Now, you draw an extra Adventure Card each game session until the enemy is "retired".
Better You Than Me
Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
User avatar
Pender Lumkiss
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Diamond Patron
Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: Part 3.2 SoD Xenith Base: Trapped in a Room

Post by Pender Lumkiss »

Carol smiles and nods at the group as they exit her head cocked to one side, ”I can see how those tails maybe troublesome. Someone with the requisit tool has been dispatched to your Zone Ranger.” She rubs her face slightly tapping on the metalic bits, ” Nadine and the Zone are safe in our motor pool. Our TW has taken upon himself to make sure both vehicles come to no harm.” Her smile lessens as she approaches Cantrell, ” I am sorry for the damage your Ixion friend suffered at the hands of the CS. We will make sure she is put whole.”

Carol nods watching you all leave, ” Enjoy your diner.” Her eyes drag just a bit too long on jitters for it to be unnoticed.

Diner with The Big Boss
The room you enter into is bright filled with a harsh glow from two tracks of ressessed lighting. The ceiling is about 8 feet tall and looks like it is carved from rock. Two large windows look out over a balcony from which far below you can see the Zone Ranger, the TK flyer, and Nadine parked between some blackmarket vehicles. It is readily apparent that you are underground in a large hollowed out cave.

The smell of fine food the likes you can only imagine hit your nose first. At a large table filled with food you see friendly faces sitting down waiting your arrivial. Monkey man George in some yellow overalls grins at Max. Three Altara triplets wearing form fitting crusader armor stand behind the Big Boss. They cannot help but to fail in suppressing their giggles when Jude enters. A raven haired beauty wearing an attractive black dress sits at the far end of the table dipping a chip into what used to be called guacomole. The chip slips and the bowl splatters on the floor as she sees Cantrell. A slight redness creeps up her neck. But just as quickly a waiter in a black tux scoops up the mess like it never was.

No reuinion could be happier than that of the Maverick siblings, Nici nearly rips the ornate silver table cloth off the table in her haste to hug her brother. A sweet moment to be sure! ” Jude, I was so worried. Michael was reasuring to say the least but I am so releaved to see you aliave.” She has a design book in her hand, pre-rifts Wedding Digest: How to have the best wedding on the beach. ” I was just telling Michael about my wedding later next month and he gave me this amazing magazine. Tons of ideas Jude that I cannot wait to show you... They even have this fancy thing called a cummerbund for guys.” She pauses and hugs her brother, ” Thanks for saving my life Jude!”

Meachal to those who know him best, and Big Boss Mikey Danger to the rest. He clinks on a glass letting everyone get settled at the table. He himself is dressed in a nice 3 peice suit and an automag rocket launcher propped up next to him. At his signal, the four doors leading out of the room shut with two men with laser rifles at each door, plus another Three shut the balcony doors. The men all are wearing Triax cyclops body armor. One of them moves over to Big Boss Mikey before he has a chance to say anything. He takes off his helmet revealing a clean shaven Silver haired young man with pericing blue eyes. He whispers lengthy words into the bosses ears. Big Boss Mikey scowls more and more as the young man whispers to him. ( That is 10 guards plus the silver haired young man for those keeping track).
Whispered Conversation, Notice 8
” I must insist sir that we secure their gear while they are in this room. She requires it of you. Your predecessor Kingpin was locked in the vault, if you fail to comply I will not be responsible. You of course are the boss here, and I am merely a mouth peice of the Family... We have no desire to tell you how to run your business and I am here at the behest of your superiors to give advice as if Malek herself were here.”
Finally the man stops and Big Boss Mikey nods once trying to reassert his pleasent demenor. The interrupter moves to the eastern most door and talks to the two gaurds. They nod and press a biometric button locking the door. Mikey Danger smiles slighty nodding at the individuals gathered, ” Many of you know each other,” He gentlemanly waves to the raven haired beatury that Cantrell knows, ”My eyes and ears at least one of you knows. Akaidia what would I do without her. She recommended Carol for conversion.”. She smiles slightly blushing. He nods to the Silver haired man, ”This man here is Ross Sharp.”

The Silvered haired man eyes the 13th cooly and calmly and gets straight to business, ” Greeting, I see you have several peices of gear that the people I represent would be very interested in obtaining. A TK flyer with particle cannon, a personal force feild generator, an experimental EMP launcher, and a heavy plasma ejector... If I may be so...”
Those items sound familiar
Wait WTF Pender, those are all the things Legion Quarter Master Beckwith got for us... Indeed they are.
The Big Boss Mikey Danger raises his hand cutting him off, he smiles warmly, ” Now is the time for food and story. I must appologize, especially to you Max, in the manner you were brought in. I had no desire for my predacessor Kingpin to be left in there, nor that you spend any length in such a horrible and fantastic creation of Diamond Clad.” His eyes flick to the man known as Ross Sharp whose mouth is tense with fumed anger at being cut off. The boss continues, ”I have been a fan of Dries Marbles Left for sometime. I wish to hear and know of many things. I wish to know of how you over took the band’s name... I wish to know your story after Carol Danvers gave you the black market box. I wish to know why it was not delivered in a timely manner. I wish to know how you joined the famed 13th.”

He glances over at Jitters questioningly and then at Libertas laughing slightly, ” I wish to know how you have tails...” He settles down breathing for a moment pulling out a dagger of oridinary craftmenship, ” I have not seen this knife for some time now, how did you come into this?” He places the knife on the table in front of Libertas. Then looks at an unnocupied seat frowning, ” It appears our cyber knight guest has not come back from the restroom... Bah please share your story and tell us why and how the 13th SET of the Tomorrow Legion have indeed become the heroes we know you to be. Answer our greatest questions...” All eyes and ears turn to the heroes of the 13th. Friends and family sit on pins and needles waiting to hear of the exploits of the 13th. One thing is for certain, even while telling this tale you all get the feeling Big Boss Mikey is somehow testing you, and given the group of family and friends assembled he may already know some of your exploits.
Ross Sharp
A755BCCE-AFF6-48C8-BF1B-CC17C9916F96.jpeg
Big Boss Mikey Danger
5BD70ACC-9088-46D8-87B0-E71D1D8A6368.jpeg

Step 1: write and interlude explaining the events of the story so far after Carol Danvers gave you the black box. This is a good chance to highlight any threads dropped that you want explored or just in general how the events were seen through your eyes.
Step 2: roll persuation to see how well your story was received by the group assembled.
Step 3: Receive 2 bennies and 1xp( if this results in an advance take it now).
Side note, right now characters have clothes ( slightly enhanced), 1 weapon of choice, and Libertas has his goggles (Enhanced instead of his clothes).

Feel free to ask any questions during your interlude and I will try to respond in a timely manner. This is a diner conversation to feel free to RP off of each other’s interlude.

Other option is just get to the shooting, draw and shoot/fight I’ll give you all the first go if that is what you want to happen.
Field Team Six Bennies
3/6
User avatar
Libertas Magicum
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Bronze Patron
Posts: 642
Joined: Fri Feb 17, 2017 3:02 pm

Re: Part 3.2 SoD Xenith Base: Trapped in a Room

Post by Libertas Magicum »

Notice Fail to hear the convo; Persuasion 20
Just for snits and giggles:
Notice to Overhear the whispers: [dice]0[/dice]
Wild Notice [dice]1[/dice]
Yeah, that ain't happening

Persuasion (Communications Band active +3; Kleptomaniac Hindrance -1; Unskilled -2--net result flat roll) [dice]2[/dice] ACE Running Total [dice]4[/dice] ACE Running Total [dice]5[/dice] ACE Running Total [dice]6[/dice] ACE Running Total [dice]7[/dice]
Wild Persuasion [dice]3[/dice]
ERROR: Total should not include Comm Band, so is only a 15. Spending a Bennie to Extra Effort.
EE Running Total: [dice]8[/dice]
So, yeah, that's a 20.

Net Benny Tally: 2 gained, 1 spent: 3/2
+1 XP

Libertas lets Cantrell or Jude explain the business with the CS troops who ambushed them and the delay of the box. During that time, he chats with the other guests, lightly, wishing absently that he had his looted pilfered scavenged Communications Band on him. Still, he focuses on being charming and polite and amenable. Might as well make a nice impression. You're such a social butterfly, Libertas. Hush, and play nice. In particular, he chats with Nicci; he seems fairly bothered by the way she was betrayed by her commander. "You realize that if he lived through that, you're likely to be facing some heavy shit if you go back to the Cee-Ess, right? I'm sure that he'll claim you went rogue and that's how his unit got wiped out." He gives one gentle push. "Maybe you should consider making him a truth-teller. I know you'd be more than welcome in Castle Refuge. Pretty sure they've got some other SAMmie pilots who've had... issues with the High Command. You could probably walk straight into a leadership slot."

Once that's over, though, he pulls a pouch off his belt and sets it on the table, giving a soft rattle and turns to Big Boss Mikey Danger. "You asked a couple questions that pertain to me, specifically, sir. First, the tail." The appendage waggles around behind him. "I suppose you could say I stole it. I was in Hell, you see, and this came out with me. Don't worry, it's safe--though occasionally a bit... sticky. I apologize now if any silverware or the like goes missing." He gives a chuckle. "It's quite handy, though. Sometimes has a mind of its own, but it'll do what I want it to, when I need it. so there's that."

He then grows thoughtful, and picks up the carving knife, which had been left where Mikey set it down through the meal and the conversation thus far. "Well, sir, if you know this knife, then you must have known my father, Libertas Dignitate." This might be the first time folks have ever realized that "Libertas" is the family name, and "Magicorum" his personal name. "It was his, and during the mess in Gloom, I had the opportunity to take it off his killer. Nasty shark-man, named Viggo. See, my dad had a little trick he'd use when gambling; Viggo figured it out, decided he didn't like it, and bit his arm off." He opens the top of the pouch, revealing a large number of shark's teeth. "I took these, too, as payment for the trouble of getting the knife back, when I came across Viggo. Someday, I'll probably use them to make a nice chainsword. It's important to collect on a debt, don't you agree, sir?"

After a pause, he'll also inquire. "Don't suppose you folks have any idea what happened to Whykin, do you? I know that Stormspire has the ability to disappear like that in a bad situation, but I always figured that was the one thing that K'zaa would never sell. And besides, that only affected the main tower, not the whole damn city."
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
User avatar
Jitters
Posts: 171
Joined: Sun Dec 17, 2017 9:52 pm

Re: Part 3.2 SoD Xenith Base: Trapped in a Room

Post by Jitters »

Notice 7
[dice]0[/dice]
Wild Die [dice]1[/dice]
Wild Die [dice]2[/dice]
Bonuses: +2
Common Knowledge 7
[dice]3[/dice]
Wild Die [dice]4[/dice]
Wild Die [dice]5[/dice]
Penalties: -1
Smarts 6
[dice]6[/dice]
Wild Die [dice]7[/dice]
Wild Die [dice]8[/dice]
Penalties: -1
Psionics Mega Boost Trait Persuasion 20
[dice]9[/dice] Ace!
Phonics Ace [dice]12[/dice]
Wild Die [dice]10[/dice]
Wild Die [dice]11[/dice]
Bonuses: +2
Persuasion 9 or maybe less
[dice]13[/dice]
Wild Die [dice]14[/dice]
Wild Die [dice]15[/dice]
-1 Benny to Re-roll
Persuasion [dice]16[/dice]
Wild Die [dice]17[/dice]
Wild Die [dice]18[/dice]
-1 Benny Re-roll
Persuasion [dice]19[/dice]
Wild Die [dice]20[/dice]
Wild Die [dice]21[/dice]
-1 Benny Re-roll
Persuasion [dice]22[/dice]
Wild Die [dice]23[/dice]
Wild Die Ace [dice]25[/dice]
Wild Die [dice]24[/dice]
Penalties: -2?
Jitters walks in and when when he sees that they are only allowing one weapon inside, he takes a quick glance at Vibe, Rator, and Paul Bunyan, contemplating which one to take when an idea strikes him. He slaps the the hilts of Vibe and Rator together where the connector is on the bottom to form a double bladed vibro-sword and when he gets to the door, he lets them take his laser pistol, JA-11 rifle, and Paul Bunyan, taking a claims check ticket so he can retrieve them later. If the person who is taking weapons either realizes that VibeRator is really two weapons attached at the hilt, or otherwise insists on that being the weapon the Jitters gives up, he will separate them and hand them over and hold on to Paul Bunyan instead.

When he asks for their stories of what happened from the time the team acquired the item until now, Jitters breaks out into song and dance.

"Way back when I was just a young lad
I used to ask and ask my mom about my dad
She used to get aggravated with this deed
And finally she said he was the God of Speed!

On eighteenth year of the day of my birth
I saw concert that was the best on Earth
Soon after 'twas over that I fell through time
To go home I'd given my last dime

After years of desperation to find my town
I finally found it as the Apocalypse rained down
We were the rock upon which waves crashed upon
And shielded maiden, man, daughter, and son

How we survived the night I'll never know
But this evil was not about to just go
So we made the preparations of war
To shut once more that door

'Twas the eve of battle when they came
And they sought neither glory or fame
Once we awoke we saw the had half and half again
Of the Thirteenth and Black did scars begin to mend

For we awoke to find ourselves in hell
And all hands were needed 'afore the final bell
And while we made it back a price was paid
For tattoos and tails had been grown on that day

We got out of the hellscape not a moment too soon
Because Geist started anew the Battle for Gloom
Drei Marbles Left sent out a cry for help, one and all
And the very gods and goddess did answer that call

With the battle done and the threat ended
We let out a sigh of relief in the city we defended
And back at the Castle we were heralded as Heroes
And thus did our reputation grow

But we were attacked again, from within and without
But we defeated them, like there was ever any doubt
For evil marched on towards the ramparts
While it lurked behind supposed allies hearts

And within the Great Library there was a hurricane
Made by the man with a big brain
Who was accused of theft and lost his eyes
And the one who did the deed sentenced to die!
"

"And so that basically catches you guys up to speed on what I know."
Jitters says at the end.
Last edited by Jitters on Fri Jul 13, 2018 6:18 pm, edited 1 time in total.
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Wilk's 237 Laser Pistol (15/30/60, 2d6+1 dmg, RoF 1, AP 2, 16 shots, 3 lbs, Semi-Auto)
JA-11 Energy Rifle (30/60/120, 3d6, RoF 1, AP 2, Shots 60, 7 lbs, Special)
  • As an action, switch to Ion Beam (12/24/48, 1-3d6+1, RoF 1, 0 AP, 10 Shots), or have laser do Mega-Damage (uses 10x the ammo and applies snap fire penalty). Integrated scope offsets up to either -2 points of penalties due to range or lighting (or the lack there of).
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs), Tough Clothes (+1 Toughness), Bandito Arms Branaghan Overcoat (+1 Toughness)
ISP: 20/30
Bennies: 3 Red 5 Regular

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes
Temp Stats
none
Adventure Card
Contact
Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Enemy
Play at the beginning of the game session. A villain of the GM's choice becomes your character's sworn enemy and you may not soak wounds caused directly by him. Starting Now, you draw an extra Adventure Card each game session until the enemy is "retired".
Better You Than Me
Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
User avatar
Jude Maverick
Diamond Patron
Diamond Patron
Posts: 668
Joined: Tue Feb 28, 2017 6:17 am
Location: Chicago suburbs

Re: Part 3.2 SoD Xenith Base: Trapped in a Room

Post by Jude Maverick »

Notice 4
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Common Knowledge 11
Notice [dice]2[/dice]
Wild [dice]3[/dice]
***

Jude barely even registered the raven-haired beauty or the Altarans. His blue eyes locked on his sister and he swept her up in a big hug. “God, I’m glad you’re safe,” he murmured into her red hair. “You know I’ll always save you. You’re my little Nici.”

”I was just telling Michael about my wedding later next month,” Nicole said.

Jude paled slightly and offered her a faltering smile. “We need to talk. After dinner,” he told her, squeezing his sister’s hands.

Jude missed the whispering conversation between Big Mikey and the silver-haired young man.

Jude settles in next to Nici as the Big Boss speaks and introduces Akaidia and Ross Sharp. Jude flashes a handsome smile at Akaidia. “Pleasure,” he said.

Sharp was a bit less cordial, mentioning certain items, like Jude’s personal force field generator, that they had gotten from Master Beckwith, the Legion quartermaster, before heading out here to Whykin.

Sharp didn’t seem to like the boss cutting him off. Jude looked between him and Mikey. There seemed to be some tension there. So this Sharp guy was the reason they were stuck in that vault? It also sounded like there had been a recent shift in power in the organization.

All of that made the situation rather delicate, in Jude’s experience.

"You realize that if he lived through that, you're likely to be facing some heavy shit if you go back to the Cee-Ess, right? I'm sure that he'll claim you went rogue and that's how his unit got wiped out." Libertas said to Nici. "Maybe you should consider making him a truth-teller. I know you'd be more than welcome in Castle Refuge. Pretty sure they've got some other SAMmie pilots who've had... issues with the High Command. You could probably walk straight into a leadership slot."

Nici pursed her full lips. “I have a life to go back to,” she said. “A fiance.”

Jude looked down with shame, toying with his first course of lobster bisque.

“And a fine career. I’m the leading ace. I actually have fans.” Nici gave a laugh. She was proud of her achievements, even cocky, with that Maverick swagger. “And someone needs to protect people from D-Bees.” She paused and looked around the table. “No offense. I’m grateful, but…”

“No offense taken, Nic,” Jude said, quickly giving the others a look. “We...I just want you to be safe.”

“I can take care of myself, Jude,” Nici said. “We don’t even know if Lyboc survived that. And if my squadron followed orders, he’s either dead or in custody for this debacle. My pilots are loyal.”

Jude frowned. “Just don’t get too overconfident.”

The talk turned to Libertas’ tale -- and tail. Then Jude looked to Big Mikey.

“We do apologize for the delay in the delivery. It was rather inevitable and out of our control. We fully intended on making the delivery -- were on our way, in fact -- when we were betrayed and attacked by the Sixth Mobile. We’d come to a bit of terms with them in Silver Bluff to defend the town, but the unit’s second had...issues with the arrangement and attacked us.”

“Brittany and Celia...” Nici said.

Jude nodded, though he didn’t say he was the one that had killed his sister’s best friend. “I’m sorry, Nic. We were defending ourselves. I wasn’t sure you got the note I left with the bodies.”

Nici frowned and shook her head. “No…” she breathed. “I just knew she had been killed by a bunch of D-Bees and magic users her platoon had hunted down.”

Jude sighed. Coalition propaganda at work. “If they found the note, maybe that’s why Lyboc was so keen against you. I know the Lyboc’s have close ties with Governor-General Beauregard.”

Maybe…” Nici mused.

Jude picked up where he’d left off. “We then got urgent instructions from our commanders in the Legion to hunt down a rogue mercenary group that had massacred a Legion team, as well as several innocent children. They had been spotted in Gloom. Turns out they had been set up by this woman named Geist, who had a serious, world-ending mad on. She tried to destroy the town -- and more, maybe all reality. There was a huge battle, and then we had to rebuild the town a bit before heading back to Castle Refuge to report in. Our next assignment has us heading into the Fed, so we detoured slightly out of our way to stop by Whykin to make the delivery. The rest you basically know.”

Jude sipped his wine. It was a good vintage, and paired well with the bisque. “As for Dries Marbles Left, we sort of...fell into the role. The band had been invited to perform a charity event in Gloom, but had gotten slaughtered on the way. Turns out the lead singer Vick was actually an undercover Fed assassin, and the band was the excuse to move around where he was needed. We had a man from the NGR in our team at the time, and we were mistaken for being the band, little time before we needed to be on stage, and the orphans needed the money. So we stepped up. I didn’t realize how talented we all were.” Jude laughed.

“I believe we have some boxes of the concert on disk in the Zone Ranger, if you want one,” Jude offered Big Boss Mikey. “As well as t-shirts and other merch.”
Persuasion 14
+2 Renown
Persuasion [dice]4[/dice]
Wild [dice]5[/dice]
***
Conditions
Jude Maverick Character Sheet
Current Toughness: 8 + Battle Hardened clothes
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
Brave: +2 Fear
Strong Willed: 2 vs. Tests of Will
Elan: +2 when spending Bennies
I Know a Guy
Battle Hardened: +2 Soak
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 15/15 PPE
Rifle Ammo: 49 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 7/6
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
  • Get a Clue: Play this card for a clue from the Game Master for some advice or a hint on how to resolve a current predicament or problem.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Dressed to Kill: Your hero dresses up, is “on” for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current “scene.”


Mission Objectives
Sent by temporal ghost Bane to Dweomer to retrieve the Valent Blade to cut Earth off from bad timey-wimey stuff caused by all the temporal mucking..
Get something that belongs to Lord Dunscon.
Trade caravan with dog boy crazies to Stormspire.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
User avatar
Maximilian
Silver Patron
Silver Patron
Posts: 548
Joined: Wed Mar 08, 2017 2:37 pm

Re: Part 3.2 SoD Xenith Base: Trapped in a Room

Post by Maximilian »

Notice 15, Persuasion 9
Notice (add scent bonus if applicable)
[dice]0[/dice]

WD Notice
[dice]1[/dice]

Ace WD
[dice]4[/dice]

2nd ace WD
[dice]6[/dice]

Persuasion - unskilled
[dice]2[/dice]

Ace Persuasion
[dice]5[/dice]

Benny to EE Persuasion with prior and Elan
[dice]7[/dice]

WD Persuasion
[dice]3[/dice]
Max nods to George, then Mikey. "Gents. I tell ya, reception's gotten colder since I left. I left in good standing, debts paid, and a ton of money on the books to my credit. Naked in a DC kill box? That's how I'm greeted?" He clenches his jaw, then relaxes, lets out a big sigh, and smiles. "If it wasn't you guys, I'd probably have torn out your throats by now. But we'll chalk it up to having to keep out the riff raff -" He shoots a glare at Sharp. "- and we'll call it good."

He watches, dumbfounded, as Jitters does a complete song and dance routine regaling the assembly with their exploits. He slowly jars himself into conversation. "Well, I don't know how to top that, so I'll give you the condensed version."

Max proceeds to recount some of their deeds. "And then I lopped off the heads of three CS enforcers from a mile away, one missile each, before they could even figure out where I was. And, come on. I'm in Nadine. She doesn't exactly blend in." He treads lightly on how many SAMAS pilots he brought down, mostly knowing that Jude's sister might take exception.

Continuing on to having saved the world, he reminisces. "That first concert in Gloom was...magic, no doubt. But when the thunder of your drums summons Anubis to fight for your cause, you know you've hit a stride in your playing. Honestly, I don't know if I'll ever touch a kit again. How do you follow that? 'Anubis likes your skills, but here, play a small theater, no pyrotechnics.' What's the point, right?"

He winds down, ending back at the beginning. "So, Mikey, while I'm sure the black box is important, I'm positive it wouldn't have mattered if we hadn't stopped Geist. Fate spoke, and had a different path to walk. But here we are. Having gone through hell and back...no, literally. Hell. And back. Having saved the world. Having saved those people on the mountainside. Having brought the box with us. Only to get stripped naked, then to have our gear pawed at by your funny smellin' buddy here." He glares at Sharp again, his face breaking into a snarl. "I'll go ahead and relinquish that plasma ejector when you pry it outta my cold, dead paws. And Nadine's, too, 'cause she's not going down easy."

He steps backwards, making way for Cantrell, expecting her to play the good cop, and being rather shocked that she most definitely went bad cop. I'll be damned if I mess with Top Dog ever. I think I might've pissed myself for Sharp!
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
Edit Signature
EP Ledger
User avatar
Cantrell
Posts: 425
Joined: Thu Mar 02, 2017 10:57 pm

Re: Part 3.2 SoD Xenith Base: Trapped in a Room

Post by Cantrell »

Notice Crit Fail, CK 13, Intimidation 10
Notice [dice]0[/dice]. Hmmm ... she doesn’t just not hear, she hears something else entirely.
Wild [dice]1[/dice]

Common Knowledge [dice]2[/dice] = Ace! [dice]5[/dice]
Wild [dice]3[/dice]

Is she known? 1-50 is yes [dice]4[/dice]
Intimidation [dice]6[/dice]
Wild [dice]7[/dice]
Benny for Extra Effort and Elan [dice]8[/dice]

Technical Difficulties on her Expanded Detection & Security Array [dice]9[/dice]: Severe, -2 to Notice checks until fixed (Repair at -2, 6,600 credits)

Net one Benny and +1 XP
Cantrell does her best to maintain her composure, but she can't quite manage to keep her eyes from straying repeatedly to the raven-haired beauty she'd last seen in Gloom. That show had been otherworldy, but the scene inside the soundbooth had been on a whole other level ...

Suddenly short of breath, she grabs a flute of champagne from a passing waiter and quickly downs it. She makes a point of scanning the other faces in the room, zeroing in on Mikey Danger and a helmet-less security guard.

I wonder what they're whispering about, she thinks, issuing a subliminal command to her cybernetic detection array, trying to tune the pickups in that direction. Something snaps, though, a pop in her ear followed by static, then suddenly she's picking up some sort of radio transmission:

<< ... you hear what they did with that old mare that got so torn up out on the mountain? Put her down, I hear, or will soon. Heard Sharp wanted to put down the rest of them that were with her, but Big Boss Danger thinks they still have some value. Be sad to see her go, she was a good-looking filly ... >>

Whatever else is said is lost in static, leaving behind a distracting buzz. At that point, Danger starts making introductions.

Cantrell spares a quick smile when the boss introduces Akaidia. But inside, she's already starting to boil with rage. When Danger gets to Sharp, that rage gains a focus. When Sharp starts demanding their possessions, it threatens to overflow.

So you knock us out, threaten to put us down like dogs, then try to take our stuff? You don't know the 13th, you little shit, she thinks.

Still, she listens quietly as the other members of the SET regale the attendees with stories of the group's exploits. She puts a hand over her eyes and shakes her head while Jitters performs his own song and dance, but uses the distraction to count guards, memorizing their positions.

When it's her turn to speak, she smiles, the expression hard and unforgiving -- an open door, with the promise of great pain for anyone foolish enough to enter.

"It's a simple story, really, and a bit repetitive. After we left Silver Bluff, some Coalition asshats got in our way, so we killed them and took their stuff. Then we headed to Gloom, where some other asshats got in our way. We killed them and took their stuff. Some of them were slinging timey-wimey bullshit, so we killed several of them two or three or five times. Ended up in hell, naked and unarmed, and still managed to kill the asshats that got in our way. Took their stuff and used it to kill more asshats, including a prince of hell and a couple of demon bitches. Killed the big bitch, Geist. Got back to Castle Refuge and had some trouble with a bunch of other asshats, in a locked room kind of like this one. Killed five without changing my e-clip, in less time than it would take for the boss there to zip his fly. Then we headed here, to Whykin-that-was, where we proceeded to wipe out the greater part of a CS company. And that was without any breakfast."

As she speaks, she walks slowly across the room, stopping within a hand's breadth of Ross Sharp.

"After all that, I hope you understand my ... surprise and frustration at being treated so impolitely by your organization. I mean, there are certain rules we all must follow for society to function. You stop respecting the rights of folks to be secure in their persons and property, well ... any number of other rules go out the window at that point."

Cantrell leans in, nearly nose-to-nose with Sharp.

"For example, say someone decided to start laying claim to other people's property? What would stop someone else from, say, ignoring personal space? Why, if that were to happen, we'd all just be living on a sliver of borrowed time, no longer than it would take for one person to outdraw another person, and maybe stick an overcharged particle beam pistol right into that second person's pants-pissing little skull. And wouldn't that get fucking messy, real fucking quick?"
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
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Libertas Magicum
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Posts: 642
Joined: Fri Feb 17, 2017 3:02 pm

Re: Part 3.2 SoD Xenith Base: Trapped in a Room

Post by Libertas Magicum »

Libertas nods at Nici's declining of the offer--he'd expected it, but the idea was as much to plant a seed in her head for later, should she find that she's at the wrong end of a CS Agit-prop campaign when she gets back. If not, no harm done.

He gives a high-tail to Jitters after the song, grinning widely in amusement. "That was scary good, man."

And speaking of scary.... when Cantrell starts getting into Sharp's face, Lib's face goes carefully neutral... and his tail discretely wraps around the lower portion of the staff, where it rests against the back of the chair. If this goes south, hope he lives long enough for us to get the names of his spies at Refuge from him....
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
User avatar
Jitters
Posts: 171
Joined: Sun Dec 17, 2017 9:52 pm

Re: Part 3.2 SoD Xenith Base: Trapped in a Room

Post by Jitters »

Libertas Magicum wrote:Libertas nods at Nici's declining of the offer--he'd expected it, but the idea was as much to plant a seed in her head for later, should she find that she's at the wrong end of a CS Agit-prop campaign when she gets back. If not, no harm done.

He gives a high-tail to Jitters after the song, grinning widely in amusement. "That was scary good, man."

And speaking of scary.... when Cantrell starts getting into Sharp's face, Lib's face goes carefully neutral... and his tail discretely wraps around the lower portion of the staff, where it rests against the back of the chair. If this goes south, hope he lives long enough for us to get the names of his spies at Refuge from him....
Jitters reciprocates the high tail and says in response "Yer darn tootin'!" After Cantrell recounts her side, Jitters whispers to Libertas "And that was downright scary!" He starts shifting around taking in his surroundings while mindlessly twirling his VibeRator with his tail while quietly saying "Helicopter, helicopter" in a sing song voice.
Notice 7 if needed
[dice]0[/dice]
Wild Die [dice]1[/dice]
Wild Die [dice]2[/dice]
Bonuses: +2 from IF
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Wilk's 237 Laser Pistol (15/30/60, 2d6+1 dmg, RoF 1, AP 2, 16 shots, 3 lbs, Semi-Auto)
JA-11 Energy Rifle (30/60/120, 3d6, RoF 1, AP 2, Shots 60, 7 lbs, Special)
  • As an action, switch to Ion Beam (12/24/48, 1-3d6+1, RoF 1, 0 AP, 10 Shots), or have laser do Mega-Damage (uses 10x the ammo and applies snap fire penalty). Integrated scope offsets up to either -2 points of penalties due to range or lighting (or the lack there of).
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs), Tough Clothes (+1 Toughness), Bandito Arms Branaghan Overcoat (+1 Toughness)
ISP: 20/30
Bennies: 3 Red 5 Regular

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes
Temp Stats
none
Adventure Card
Contact
Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Enemy
Play at the beginning of the game session. A villain of the GM's choice becomes your character's sworn enemy and you may not soak wounds caused directly by him. Starting Now, you draw an extra Adventure Card each game session until the enemy is "retired".
Better You Than Me
Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
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Pender Lumkiss
Diamond Patron
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Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: Part 3.2 SoD Xenith Base: Trapped in a Room

Post by Pender Lumkiss »

The below are the responses to your interludes. This is essentially a RP area so have fun. Next major GM post will be towards the end of the week or possibly sooner if folks start rolling dice. Enjoy.
Libertas Persuation 20!!
Big Boss Mikey, the three Altaran’s, the Raven haired beuty, and even Ross Sharp lean in to look at the bag of shark teeth. The altarn triplits all reach out inexplicably to rub Libs tail. Like any great orator he has them all right where he wants them.

Big Boss Mikey looks at the shark teeth, ” Of course Libertas, debts are important to collect on. I knew of your father, never met him personally. Perhaps we will get a chance to talk a bit more about your dagger, in a more private setting. As for Whykin, I am hoping you can help us figure out what happened. Down stairs we have the survivng members of Hyperion corp waiting to be interviewed. Sadly all my investigators were blown away by the CS forces that you escaped from.” He smiles warmly, but a keen eye catches his unmistakenably dark look cast in Ross Sharp’s direction. ” I am hoping you might help yourself and us by talking to them. More champagin or bisque?” Big Boss Mikey downs a champaign flute while passing one to Libertas. The big boss looks at one of the doors presumably the rest room, ” I hope our esteemed cyberknight is ok.”

Ross Sharp’s eyes seem to narrow even more if it were possible at the mention of the name Viggo.
Knock knock, its your tail... Libertas, did he say Ross Sharp... A dragon of that name tried to draw Viggo Prime into some kind of Cabal.
Jitters a song and 9 persuation
Big Boss Mikey laughs harder than anyone would expect with glee and surprise. ” Jitters, outstanding! Haha, you are a credit to any crazy and quick-flex.” He pauses taking a sip of his drink and a spoon of lobster bisque. He hums, ” Once we awoke we saw the had half and half again. Of the Thirteenth and Black did scars begin to mend... “ Then looks up questioningly, ” I heared a bit about that mess. Did you ever find out who framed the black company. I did some looking myself and I heard it was the same CS captain you just killed... ain’t that right Ross.”

Ross cooly smiles, ” Yes, our research and the rumors we chased down did seem to indicate Llyboc had a hand in that frame job. Although the exact nature of his involvement may actually never be uncovered. Rest assured I personally found his body in that wreckage of the spider skull walker and took care of it.”
Jude a persuation, 16 total!
Those gathered seemed enthralled by his tale. Big Boss Mikey especially is hooked on his every word about how the group “fell” into Dreis Marbles Left. ” Wait Vick is really dead? I saw him in 2 months ago at Magestar playing their magic zone gig.” Its not so much a question as a truly sad remark. ” Well, I got to say as a fan you guys did an amazing job in Gloom, probably even better than the band could have normally done. You would be surprised who is a Dries Marbles Fan.”. He chuckles and stuffs the meat from a shelled lobster claw into his mouth, ”Mmm, say I was wondering are you guys going to keep playing, any plans to play in Stormspire or Dweomer? I would love to catch another show, and of course if you got a T in my size I’ll take one. Thanks Jude.”

Nici even pipes up about the concert in Gloom fairly surprised that her brother is an international rockstar, ” Wait!! You guys played that concert?? My soon to be husband Jack broke protocol and sent me my own T-shirt from it. We are such huge fans, my friend turned us on to their music last year and I was even thinking of asking them to play our wedding...” Her face lights up now that she knows she has an in to that very possibility.
Max Persuation 9
Big Boss mikey smiles wide at Max toating him with his champaign glass, ” Black Box, smish shmosh. From what I hear you guys needed to be in Gloom and the fall out, well with Whykin joining the CS and all, maybe those dragon eggs would have never been recovered. Carol got wind from some CS community out reach team that a Mountainer was heading past Whykin loaded with Dragon eggs. She would have delivered the info to us except she ended up getting a bit too much heat in... Yeah that little town of Silver Bluff.” He takes another sip. ” Well you saw the wreckage when you first came accross the city right? Enforcer skulls, skelebot parts just everywhere. I had never seen a battle like it. One mountainer against an armored division of the CS. Details of how it went down are a bit scarce but from what we were able to peice together. Just a couple of cyberknights and one dragon against that much firepower... Ended up a massacre. Boddies, bots, broken RAs all over.” He chuckles, ” Member the good ole days Max, it was a perfect salvage site for us... Millions upon millions of creds just there for the taking. But then Whykin doubled down and joined the CS, probably saw just how powerful a couple of specials were and found themselves frightened... I suppose that cut short much of our salavage operation. But we never did find any sign of those two knights. The dragon eggs were probably slagged in the opening salvo, never did see a mountaineer so thoroughly slagged.”
Cantrell
Big Boss Mikey swears under his breath, ” Goddamn Sharp.” He slides his Lobster Casarole away from him with an appologetic look to his stomach. He slams his meaty fists onto the table shaking it like an earth quake. He lets out a breath, ” Cantrell, Its my fault for the way you were treated. I am the boss here, plain and simple you don’t like how you were treated thats fair. I realize now, I should have done better by you guys. You are all real heroes. For that I am sorry and I will find away to pay you back.” He gesture’s to his nearby rocket launcher, ” If eating a rocket will set it right, go ahead no one will stop you from shoving one into my face...” He glances at the few members of the black market present and they all nod under the duress of their boss’ steely gaze. ” But if we can see past that mistake, your gear is locked right over there, and your vehicles are tended and cared for. Sharp is a business man, and perhaps guilty of a lack of timing in trying to negotiate a transaction. Please Sharp, Nadya lets eat.” He points to one of the rooms off the dinning room with a locked door when referencing the groups gear.

Spirit [dice]0[/dice] wild [dice]1[/dice] ace [dice]2[/dice]

Sharp for his part seemed in lock step with Cantrell gaze for gaze. His calm blue eyes looked right back at her. However, when the Big Boss mentioned Cantrell by first name Sharp drew an instinctive breath in wards. His eyes grew a bit more white, and he looked right at Cantrells raven haired friend who just slighly nodded yes. Visibly sweating a bit Ross Sharp took a step back relenting and dabbed his face with a hankercheif, ” Ah well, sorry about my gaff before... It.. I appologize and understand if the gear is not for sale.” He sits down spinning his weels about these developments. He reaches for a glass of champaign but accidently knocks it over spilling it. ” Damn, so sorry everyone.”. He wipes the mess up with a napkin.
Field Team Six Bennies
3/6
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Jude Maverick
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Posts: 668
Joined: Tue Feb 28, 2017 6:17 am
Location: Chicago suburbs

Re: Part 3.2 SoD Xenith Base: Trapped in a Room

Post by Jude Maverick »

Notice 3
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Common Knowledge 7
Notice [dice]2[/dice]
Wild [dice]3[/dice]
***

Both Jude and Nici sat up a bit straighter when Sharp mentioned he had personally dispatched Lyboc when he found him in the wrecked spider-walker.

“Good riddance,” Jude said.

Nici, wisely, held her tongue.

”Mmm, say, I was wondering are you guys going to keep playing. Any plans to play in Stormspire or Dweomer? I would love to catch another show, and of course if you got a tee in my size I’ll take one. Thanks, Jude,”Big Mikey said.

“I will definitely leave you one before we leave,” Jude promised. “We haven’t discussed if we’ll do a show yet. It depends on if it fits in with the schedule of our current mission. Nothing is planned, but if we do a quick pop-up concert, I will definitely get word to you. At the very least, we can record it and send you a vid,” Jude said with a smile.

”Wait! You guys played that concert? My soon to be husband Jack broke protocol and sent me my own T-shirt from it. We are such huge fans, my friend turned us onto their music last year, and I was even thinking of asking them to play our wedding,” Nici said.

Jude hid a cringe at another mention of Jack. He really needed to find time to talk to his sister. “You know dad would kill you if you had that kind of music at your wedding,” he pointed out to Nici with a grin. “Right after he killed me for playing ‘that headbanging German garbage’!” Jude laughed.

Jude sat up as Mikey explained the confrontation with Lucretia, Vash, and Sir Merrick. “Those were dragon eggs?” he asked. “One of those knights was in our team.” Jude looked around at the others. “She was the leader, until she got reassigned to deliver those eggs. We’ve been meaning to track down what happened to them. What did you find in the wreckage?” he asked with intense interest.

As Cantrell got in Sharp’s face, Jude’s hand went under the table to his rifle-glaive. He gave his sister a side eye and leaned over.

“You armed, in case this goes sideways? Get under the table if--”

“Like hell!” Nici whispered back. She brushed her hand over the C-18 laser pistol at her hip. “I’m a soldier, Jude, not a little girl.”

“You’ll always be my little sister,” Jude said. “Though maybe I should get behind you.” He gave her an apologetic smile.

Nici grinned back, then her face went cool and ready as her eyes locked on Sharp, anticipating things going bad.

But things settled. Big Boss Mikey seemed appropriately contrite, and Sharp seemed a little...scared of Cantrell now.

“There is no need for anyone to eat a rocket when there is this delicious meal,” Jude said as he refilled Sharp’s champagne.

The main course was brought in, a delicious, steamy grilled salmon dish on a bed of rice pilaf and with steamed broccoli on the side. Big Boss Mikey was trying to impress, it seemed. Lobster and salmon, and they weren’t anywhere near the ocean.

“We would be happy to help you with questioning...Hyperion corps, you said? That was the Coalition unit? I’m not sure how helpful they would be. They seemed just as surprised when Whykin disappeared as we were.”

Jude turned his attention to Sharp. “So, Mr. Sharp, just who do you represent that is interested in our gear?” he asked casually. “And just how did you know we had it? What are you doing here at Xenith Base.” He looked at Mikey. “Cool name, by the way. Very dramatic.” He grinned.

***
Conditions
Jude Maverick Character Sheet
Current Toughness: 8 + Battle Hardened clothes
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
Battle Hardened: +2 Soak
Brave: +2 Fear
Command: +1 to troops recovering from being Shaken.
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 15/15 PPE
Rifle Ammo: 49 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 9/6
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
  • Get a Clue: Play this card for a clue from the Game Master for some advice or a hint on how to resolve a current predicament or problem.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Dressed to Kill: Your hero dresses up, is “on” for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current “scene.”


Mission Objectives
Investigate disappearance of Whykin. Question Hyperion corps about disappearance of Whykin.
Sent by temporal ghost Bane to Dweomer to retrieve the Valent Blade to cut Earth off from bad timey-wimey stuff caused by all the temporal mucking..
Get something that belongs to Lord Dunscon.
Trade caravan with dog boy crazies to Stormspire.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Libertas Magicum
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Re: Part 3.2 SoD Xenith Base: Trapped in a Room

Post by Libertas Magicum »

Lib nods to the Big Boss. "I would be honored to talk with you later, assuming we have time before we have to solve this Whykin mess." The confidence with which he assumes that the 13th will be the ones to do so is clear. "As you've already heard, sometimes matters take on a life of their own, and then we get harried off to another location."

He tucks the knife away in his belt, and returns the pouch to it's place as well, then coughs and grabs his champagne, sipping. "Sorry, got a bit of bisque down the wrong pipe." Dragon? Bloody hell, Cantrell... Thanks for the tip, Lady V. At least I'll know what we're going to have to deal with if this all goes south. By the by, I do hope you aren't... well, discomfited too much being stuck in my tail. It may be a little while before we can get you out--I don't think I can safely talk about your situation here.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Cantrell
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Re: Part 3.2 SoD Xenith Base: Trapped in a Room

Post by Cantrell »

Cantrell makes the smile motion with her face, but it's clear she's far from mollified.

"I appreciate the words, Danger, but it's actions I'm interested in," she says, gesturing toward the security guards in the Triax armor. "Your guys were allowed to wear their comfy clothes to dinner, so how about you open up that door and let me and mine change into our preferred dinner attire? Then I think we can have a more honest and respectful conversation."

At the same time, she's gauging the reactions from Sharp and the others at the table, and trying not to let her surprise and interest show when Lucretia is mentioned.
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
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Re: Part 3.2 SoD Xenith Base: Trapped in a Room

Post by Pender Lumkiss »

Mikey nods dabbing his mouth, ” Sharp we are just about done here yes, stop being an asshat as the lady says and get them their gear back.”

Ross Sharp frowns but goes and unlocks the sealed room. One of the guards in triax armor steps forward but Sharp slyly waves him off.

Mikey opens his arms wide, ” There all happy now right? We got bigger problems here, like what happened to the city. Everyone go get your gear get your weapons we will have dessert brought up while we wait.” Sharp half smiles sitting back down keeping an eye on Cantrell.

The gear room is a big long room the players find all there stuff at the far end and it takes [dice]0[/dice]x6 seconds to get it all on, and secured.

Feel free to post getting your gear on but end it with you coming back to the room.
Sorry for taking away your agency and knocking you out with no rolls. +1 roll on The education HJ table as this was a learning experience.
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Libertas Magicum
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Re: Part 3.2 SoD Xenith Base: Trapped in a Room

Post by Libertas Magicum »

OOC Comments
Notice [dice]0[/dice]
Wild Notice [dice]1[/dice]
-2 for hearing-based purposes.

Education [dice]2[/dice]: Your character has a passion for languages, and a real gift for them as well. She has the Linguist Edge. She also has a strong likelihood of getting paid work as a translator in most civilized areas (what there are of them).
Lib smiles at Mikey. "That's most kind of you, Big Boss Danger. I'll take you up on that--I get tetchy if I'm separated from my gear for too long." As he and Cantrell are both in the other room, he murmurs to her, quickly. "Heads up. Sharp's a Dragon."
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Cantrell
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Re: Part 3.2 SoD Xenith Base: Trapped in a Room

Post by Cantrell »

Education [dice]0[/dice] = Traveled far and wide, +2 to CK for geography/people of North America, +2 Streetwise and Survival in NA.
Cantrell wastes no time -- or words -- before heading to get her gear. Her armor, like a second skin, is on in half a minute and she finally allows herself a genuine smile. When she picks up her bag, she finds beneath it a long leather coat, carefully tailored to fit over her armor while maintaining a flattering cut. Wrapped inside is an ornate golden dagger and a note:

One for when you need to look sharp. The other for when you need to be sharper than Sharp. - A

Cantrell raises an eyebrow. Is the 'A' supposed to stand for 'anonymous,' or something else? She has an idea ...

Just then, Libertas pops his head in and whispers: "Heads up. Sharp's a Dragon."

"No kidding? That would explain the attitude, and the acquisitiveness ... How do you think a dragon head hood ornament would look on the Zone Ranger? Maybe it won't come to that. Danger, at least, seems to be dealing straight ... -ish."
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
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Libertas Magicum
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Re: Part 3.2 SoD Xenith Base: Trapped in a Room

Post by Libertas Magicum »

OOC Comments
Spirit [dice]0[/dice]
Wild Spirit [dice]1[/dice]

Victim (in order: Flint, Jitters, Jude, Max): [dice]2[/dice]
Item: Vibro-knife, Something from the Pack, Vanguard Medallion, Something from the Pack, Spare Eclip, Something from the Pack: [dice]3[/dice]
Libertas chuckles at her, still softly. "Hey, never know what I might be able to build out of a--" He cuts off, looking at the box that was NOT originally part of his gear. He opens it, blinks, and passes a note that was in there: Apply now. By way of a signature, it has a lipstick kiss, in the shade of Cantrell's raven-haired friend. He mouths one word to Cantrell. Anti-toxin. And he immediately uses the enclosed injector on himself; if he doesn't immediately double over in pain, he also shoots one in Cantrell, then motions her back out--he indicates he'll hang back, 'getting dressed' while the others come in. Anyone who comes in gets shushed, and given a shot. If there's anyone who does NOT come in, he makes sure to keep the injector handy and loaded, behind his back and under the cloak.

Unfortunately, this does distract him from his tail-watch. When Flint checks his gear, he's going to discover eventually that his NG-S2 is missing one of the signal flares.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Jitters
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Re: Part 3.2 SoD Xenith Base: Trapped in a Room

Post by Jitters »

HJ Education
[dice]0[/dice] Traveled far and wide, +2 to CK for geography/people of North America, +2 Streetwise and Survival in NA.
"Hey Big Boss Mikey, I got a proposition for you. How about after dinner and dessert is done, I fight your best fighter, traditional Greco-Roman style, with both of my arms tied behind my back! Jitters says as he sits down and eats the food that was presented to him. The sudden jolt in tension got Jitters adrenaline pumping, and now he can't calm down until he fights something to get it out of his system, and he is visibly bouncing in his seat at the mere thought of fighting.
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Wilk's 237 Laser Pistol (15/30/60, 2d6+1 dmg, RoF 1, AP 2, 16 shots, 3 lbs, Semi-Auto)
JA-11 Energy Rifle (30/60/120, 3d6, RoF 1, AP 2, Shots 60, 7 lbs, Special)
  • As an action, switch to Ion Beam (12/24/48, 1-3d6+1, RoF 1, 0 AP, 10 Shots), or have laser do Mega-Damage (uses 10x the ammo and applies snap fire penalty). Integrated scope offsets up to either -2 points of penalties due to range or lighting (or the lack there of).
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs), Tough Clothes (+1 Toughness), Bandito Arms Branaghan Overcoat (+1 Toughness)
ISP: 20/30
Bennies: 3 Red 5 Regular

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes
Temp Stats
none
Adventure Card
Contact
Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Enemy
Play at the beginning of the game session. A villain of the GM's choice becomes your character's sworn enemy and you may not soak wounds caused directly by him. Starting Now, you draw an extra Adventure Card each game session until the enemy is "retired".
Better You Than Me
Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
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Maximilian
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Re: Part 3.2 SoD Xenith Base: Trapped in a Room

Post by Maximilian »

Edjukayshun
[dice]0[/dice]
Max smiles. "Like I said, Mikey. Water under the bridge. But maybe some warning next time, you know?" He sniffs at the champagne, but chooses not to drink just yet. "Whykin joined the CS? Seems...off. Don't see why they would. Particularly if they've got city cloaking tech or magic."
He grits his teeth at the news about the mountaineer, but doesn't betray emotion. "Dragon eggs, eh? That would've fetched some crazy creds. If the mountaineer got beat up that bad, was there any trace of the eggs?"
He watches Libertas and Cantrell exit to go get their stuff. I'll take the next round, although...Sharp doesn't sit well with me. Wonder who this is that's got it out for us...
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Pender Lumkiss
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Re: Part 3.2 SoD Xenith Base: Trapped in a Room

Post by Pender Lumkiss »


Joker! +1 benny to all players
Mikey’s Last Meal It is pretty clear that the 13th have made quiet an impression on those gathered. Big Boss Mikey Danger is obviously enthralled by the many tales of the adventures of the 13th. The idea of wrestling a crazy crazy seemed to even appeal to him. Even the palpable tension between Ross Sharp and Cantrell cannot put a damper on the mood. Perhaps it is his uncertain connection to Libertas and his dagger but he seems especially taken by the young TW’s words.

Towards the end of the meal of lobster in all three of its forms Mikey leans over the table a bit inebriated clearly unaware that Libertas is no longer at the table, ” Dictate Libertas, heh that is not a name I heard for sometime.”. He frowns slightly his eyes rolling arround from person to person perhaps searching for the technowizard, ” I heard about what Viggo did, and I am glad you collected.” He leans back in his chair chugging down a tall pitcher of water, ”Ugghh, The Dictates and the Hubs always had, umm an important relationship. Each family made a promise, one to gaurd the location and the other...” He gesture’s towards where Libertas has been sitting with a shaky sweaty finger, ” Did you know, it has the capacity to turn the ordinary into the extraordinary?”

Just about everyone stopped talking to look at and hear the words of Big Boss Mikey Danger. Several even voiced a strained concern over his behavior. Ross Sharp tapped his communicator calling for some assistance with “the Boss”.

George who looked a bit off himself stumbled over, ” B..B.. Boss you ok... Ughh my stomach.” George falls to the ground knocking Big Boss Mikey’s special auto rocket launcher over.

Nici too seemed uncharactly pale and sweaty. Her brow seemed dretched, ” Micheal? Ohhh the room... Spinning... I am getting married to the love of my life!” She wildly exlaims her proclamation and falls down breathing rapidly.

The big boss Mikey Danger gasped falling face first into the half eaten bowl of Lobster Bisque! ” The key to the V—-“.

Ross and Llyboc Revealed! Ross Sharp stands up laughing as the three Altra triplets stumble to the ground. ” Oh it must have been something he ate, don’t you think so Llyboc?”

One of the gaurds near the biometricly sealed door leading to the gear room pulls off his helmet and slaps the control panel that begins to seal the heavy door. Llyboc gives a mocking salute to Cantrell, ” Quiet Ross, I owe the Family once again it seems.” His face is scarred horribly across the eye where he now has a patch. His voice is filled with contempt and hatred. ” I think I will be taking the Mavericks and back to the coalition. Maybe I’ll even cut out Jude’s silver toungue... I never understood Butcher’s blood lust... Until now. Unfortunately Cantrell will just have to wait.”
Captain Llyboc Pic
Captian Llyboc
Captian Llyboc
Ross nods at him smiling, even more so now that it appears Cantrell might be sealed away from him, ” Yes, being horribly injured will do that. If you head down to your vehicle I will have the two delivered as promised. The Family always comes through. And you captain have proven yourself a tenacious and reliable ally. Worthy of being family. Maelik herself wished to give you this...” He hands the captian a match book with a scripted F. ”Welcome to the Family.”

Llyboc snears taking the matchbook and heading for the door. It opens up and two combat cyborgs enter talking carrying a tray of Limburg Cheesecake Brownies topped with a redwine plumb sauce.

One is Carol, ” I was just saying Becky you should have seen it. Just out there in the open it looked so beautiful.”
The other a shapely cyborg apparently named Becky with a 6 painted on her backside half jokingly exclaims, ” Really Carol? Those crazies are enhanced in every way possible.”
The two stop talking and start gawking at the scene unfolded.

Before either of them can say anything Ross Sharp, cooly remarks slightly sighing, ” Really, you two? No weapons of course... Execute program 007A The Family. Take Jude, and Nici down to Captain Llyboc’s vehicle.” The two combat borg’s faces go expressionless as they in unison clomp there way to the 13th. Llyboc exists towards the elevator with a smile that says I just won a promotion in more than one way.
Ross’ Villian Monologue
Ross Sharp pauses like every good villian and looks down at the remaining heroes who seem to have been poisoned as well. His pompous voice carries enough to make it through the rapidly closing heavy door that will soon trap Cantrell and Libertas.” If you are wondering if you will die by some horribly concocted ill conceived plan of shark lasers, you are sadly mistaken. All of you have been introduced to a simple but extremely lethal odorless and tasteless poison. Ahh well I suppose there is no harm in telling you now...” He pulls out a device that is black with a blue button in it. ” Since you asked, and as I will be taking some choice pieces of your gear sadly not including that knife Libertas had. I suppose that will have to wait... This pad controls what has happened to Whykin. Born out of a little espionage from StormSpire, a little ingenuity from my friends at Hyperion Corp, a recipe from one of the Family’s head bakers Angriman. Oh and lets not forget the ingenous little TW blueprint from my dear Llyboc containing the perfect dispersal system. Its really beautiful... Imagine a poison released into the populace of a city while at the same time making the city phase out from existance so that they cannot escape its boarders.” Ross Laughs and then frowns slightly, ” Of course it needs a tremendous amount of water, so Whykin was an excellent test. Once activated it can only be shut off at the source along the river. They only have hours left to live.” Ross’ face distorts briefly to that of a dragon snout and then snaps back to his normal sharp eyed face. ” With this move my place at the Family’s table beside Malek is all but secured...”
His voice trails off as he sees Cantrell’s raven haired friend fingers extended unnaturally long pricking each member of the 13th still at the table with an ampule of anti-toxin. Crouched on the ground she seethes, ” I don’t know what or who you are Ross, but you cannot get away with this!”

Ross smiles calmly pulling, ” My dear Akaidia I always forget you are a shifter immune to poison... Who am I? I am the fucking dragon and I already did get away with this. With Cantrell locked away, men, lets kill the rest.” The armed soldiers with black T-10 cyclops armors raise their rifles at the 13th. Two of them look into the room where Libertas and Cantrell are. Ross Sharp draws a silvered very sharp katana blade from seemingly nowhere ( thanks Highlander). The scene ends with the ding of the elevetor highlighting Llyboc’s hasty and perhaps smart retreat.
Jitters, Max, Jude
Akaidia is near you. She whispers, ” I got to your team in time, I think. I even managed to stuff a box of anit-toxin into Libertas’ rucksack. The poison should not effect you too badly. I always got my med kit with me, and in this dress you do not want to know where it was hidden. I got enough for everyone else here, you take care of Ross and his men. I suggested to Big Boss that everyone be allowed a weapon just in case there was a down turn of events. Ross would not let armor be present, now we know why.”
The Poison
About the time folks realized something was amiss with Big Boss Mikey the characters all were locked feeling its dizzying effects really unable to do anything of note other than watch it all unfold, but fortunately a dose of anti-toxin was delivered instantly allowing characters to act with the poison fatiguing you at the worst. All Players make a vigor roll at the beggining of their turn ( Max this does not include the Joker). If Cantrell did not take the anti-toxin roll the percentile to be affected by poison, and if it does affect Cantrell make a Vigor roll at -2. Failure results in death in 2d6 rounds. Success results in 1 wound and Exhaustion.
The Locked Door room, Libertas and Cantrell
While the happenings are happening you hear everything and are hurrying as fast as you possible can to get your armor, and gear all ready. Fortunately the heavy door closes oh so slowly letting you finish getting ready giving you a chance to get out you get out. While the door is closing it is an action to make a STR or Agility check at -2. Success you are out, Failure you are trapped inside. For Mappers remember it takes an action... The room is also deeper than drawn.

Player Directions: This is going to be regular tactical combat. Movement is pretty abstract here. Jitters can move anywhere. Other players can move freely within the room. Players go first then the villians.
Step 1: Initiative notes:
  • players go first
  • Max got a joker: +2 to damage and trait rolls.
  • Jitters got a 10 of clubs.
Step 2: Make a vigor roll vs the poison and on a failure take a level of fatigue. Next round make another vigor roll.
Step 3: Post your actions and narrative. The action happens as it is posted.

Notes on Badguys:
[*]Carol and Becky six are approaching you from the exit door (which leads to the elevator and Llyboc). No weapons of note. Pace: 8; Parry: 7; Toughness: 24 (12)
[*]Ross Sharp (WC): Parry: 7, Toughness 12(4) ( he does have first strike)
[*]Black Market Elite Guards with laser rifles: Parry: 6; Toughness: 12 (5)
Attachments
G=Black Market Gaurds, CD=Cyborg Carol, B6= Becky 6, Aikaria is near George.
G=Black Market Gaurds, CD=Cyborg Carol, B6= Becky 6, Aikaria is near George.
Field Team Six Bennies
3/6
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Jitters
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Re: Part 3.2 SoD Xenith Base: Trapped in a Room

Post by Jitters »

Notice 16
[dice]0[/dice]
Wild Die [dice]1[/dice] Ace!
Wild Die Ace [dice]15[/dice] Double Ace!
Wild Die Ace [dice]19[/dice]
Wild Die [dice]2[/dice]
+2 from IF
Vigor 5
[dice]3[/dice]
Wild Die [dice]4[/dice]
Wild Die [dice]5[/dice]
Common Knowledge 7 or 9 for NA Geography
[dice]6[/dice]
Wild Die [dice]7[/dice] Ace!
Wild Die Ace [dice]16[/dice]
Wild Die [dice]8[/dice] Ace!
Wild Die [dice]17[/dice]
+2 for NA Geography
-1 from Wound
-2 from Exhaustion
-1
Speaking Smarts 1
[dice]9[/dice]
Wild Die [dice]10[/dice]
Wild Die [dice]11[/dice]
-1 from Race
-1 from Wound
-2 from Exhaustion
Combat Smarts 9
[dice]12[/dice]
Wild Die [dice]13[/dice]
Wild Die [dice]14[/dice]
-1 for Race
-1 Benny Extra Effort [dice]18[/dice] Ace!
Extra Effort Ace [dice]20[/dice]
-1 from Wound
-2 from Exhaustion
Psionics TK Super Force Field 7
[dice]21[/dice]
Wild Die [dice]22[/dice]
Wild Die [dice]23[/dice]
-1 from Wound
-2 from Exhaustion
+2 Major Psi Boost
-1 Benny Extra Effort [dice]24[/dice]
Split the Seconds
Fighting Ross Sharp 8, 11, 8 Damage 9, 26, 17 AP 4
Vibe: [dice]25[/dice]
Wild Die [dice]26[/dice]
Wild Die [dice]27[/dice]
-1 Benny Extra Effort [dice]31[/dice]
Tail Rator: [dice]28[/dice]
Wild Die [dice]29[/dice]
Wild Die [dice]30[/dice]
-1 Benny Extra Effort [dice]32[/dice]
Frenzy Rator [dice]33[/dice]
Wild Die [dice]34[/dice]
Wild Die [dice]35[/dice] Ace!
Wild Die Ace [dice]36[/dice]
+2
-1 from Wound
-2 from Exhaustion
-2 Frenzy

Damage Vibe: STR [dice]37[/dice]
Sword [dice]38[/dice]
+1 Electricity Damage

Damage Rator: STR [dice]39[/dice]
Sword [dice]40[/dice]
Raise Damage [dice]43[/dice]
+1 Electricity
+4 From Sword

Damage Rator: STR [dice]41[/dice]
Sword [dice]42[/dice]
+1 Electricity
+4 From Sword
The world seem to come to a stand still as Chaos reigned supreme. Big Boss Mikey was face down in his bowl of soup, Lyboc appears and gloats over everyone, the door to the vault starts to close, then Ross starts rambling on and on about this, that, and the other thing. Jitters brain is so overloaded by all of this that it takes him that long before he is able be consciously aware of anything, and the first thing that he's aware of are the guards raising their rifles. The rods starts pistoning in and out of his head in a sequence too random to be random as his mind is already forming the protective barrier through Telekinetic energy to shield him from harm. As his mind does this, the sub-conscious part of Jitters mind as his tail brings his double ended VibeRator to one of his hands and with the flick of his wrist and his legs drive him toward Sharp, his hand holding Vibe slashes at Sharp's face, causing him to flinch away, allowing him to use his tail and drive Rator deep with in Sharp, the sword causing blood to splatter everywhere from the high energy vibrations of the sword, causing Jitters to laugh maniacally.
Last edited by Jitters on Fri Jul 20, 2018 7:21 pm, edited 13 times in total.
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Wilk's 237 Laser Pistol (15/30/60, 2d6+1 dmg, RoF 1, AP 2, 16 shots, 3 lbs, Semi-Auto)
JA-11 Energy Rifle (30/60/120, 3d6, RoF 1, AP 2, Shots 60, 7 lbs, Special)
  • As an action, switch to Ion Beam (12/24/48, 1-3d6+1, RoF 1, 0 AP, 10 Shots), or have laser do Mega-Damage (uses 10x the ammo and applies snap fire penalty). Integrated scope offsets up to either -2 points of penalties due to range or lighting (or the lack there of).
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs), Tough Clothes (+1 Toughness), Bandito Arms Branaghan Overcoat (+1 Toughness)
ISP: 20/30
Bennies: 3 Red 5 Regular

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes
Temp Stats
none
Adventure Card
Contact
Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Enemy
Play at the beginning of the game session. A villain of the GM's choice becomes your character's sworn enemy and you may not soak wounds caused directly by him. Starting Now, you draw an extra Adventure Card each game session until the enemy is "retired".
Better You Than Me
Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
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Libertas Magicum
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Re: Part 3.2 SoD Xenith Base: Trapped in a Room

Post by Libertas Magicum »

Vigor 5, Agility 13, Techno-Wizardry Mind Control Sharp 16
Vigor Antidote Resist [dice]0[/dice]
Wild Vigor [dice]1[/dice]
Success: No Fatigue

Spend 1 PPE to power Armor
Action 1: Agility -2 to escape the room.
Action 2: Puppet (well, Mind Control) the Dragon.

Agility [dice]2[/dice]
Wild Agility [dice]3[/dice]
Ace Running Total [dice]4[/dice]
Ace Running Total [dice]7[/dice]

Mind Control Ross Sharp [dice]5[/dice]
Wild TW [dice]6[/dice]
Sharp needs to make a Spirit roll:
17+: Resist the Power.
16: He resists the Power, but still must make a Fear Check for the Necromantic Trapping (This seems to be about the only way to do a 'half effect' for an Opposed Roll Tie, here. Alternately, Jon, you can just rule that a tie means he wins.)
13-15 (success): Lib controls him for 1 minute, with 1/1 Minute to extend
9-12 (raise): Lib controls him for 5 minutes (1/5 mins)
8 or Less (double raise): Lib controls him for 10 minutes (1/10 minutes)
If he's controlled at all, when he finally does get free (whether it's from a later resistance roll, or just because the spell ends), he has to roll Spirit to resist Fear; if Lib got a Raise or better, that roll is at -2.

PPE: 18/25
The system. Lyboc. He must've been there.... Libertas, I do not know what your problem is, but if we don't move, NOW, you are going to be stuck on the wrong side of the door. No time to waste--JUMP!

Cantrell isn't party to the internal discussion inside Libertas, Party of Two. But she does see Lib's reaction to Sharp's gloating. He literally staggers to one knee for a moment, face going ash-white, almost green--shrugging off the toxin (thanks to the antidote), but momentarily frozen in horror at something the transformed dragon said. Then his own tail SMACKS him, loud enough to make his helmet clang, and he MOVES, leaping up high enough for the tail to grab a ceiling fixture, and swing out like the world's most demented Capuchin monkey.

Even as he lands outside the room, he bellows. "Alright, you salamanderspawn. I'm going to teach you to beg. HEED ME. Rip the guards' heads off." As he speaks, the now-familiar-yet-always-disturbing purple-green light begins to pulse from the crystal atop his Staff, sending a wave of psychic power at Ross Sharp, attempting to bend the wyrm to his will. As he does so, he also shouts back to Cantrell, gesturing to the window. "Boss! Make a hole!"
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Pender Lumkiss
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Re: Part 3.2 SoD Xenith Base: Trapped in a Room

Post by Pender Lumkiss »

Libertas mind controlled Ross Sharp in human form, because his dragon form would smush everyone.
Spirit d10 +2 from protective amulet from where the +4 armor is coming from. Has killer instinct.
Dimension the dice [dice]0[/dice] wild [dice]1[/dice] benny for reroll with elan [dice]2[/dice] wild [dice]3[/dice] 2nd benny [dice]4[/dice] wild [dice]5[/dice] ace [dice]6[/dice] 3rd benny for reroll [dice]7[/dice] wild [dice]8[/dice] 4th and last benny [dice]9[/dice] wild [dice]10[/dice]
When that happens the restroom door opens up and a familiar voice muffled exclaims, ” I knew it!”

Then Sharp dies under Jitters assault.
Field Team Six Bennies
3/6
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Cantrell
Posts: 425
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Re: Part 3.2 SoD Xenith Base: Trapped in a Room

Post by Cantrell »

Notice 4, CK 6, Vigor 4, Strength 4, Shoots Stuff
Notice (w/ TD) [dice]0[/dice]
Wild [dice]1[/dice]

CK [dice]2[/dice] in NA
Wild [dice]3[/dice]

Ignore poison altogether if 1-50 [dice]4[/dice] = Nope
Definitely accepted the antitoxin
Vigor [dice]5[/dice]
Wild [dice]6[/dice]

Hold the Door
Strength [dice]7[/dice] Forgot the -2, so that's a 4
Wild [dice]8[/dice]

Intent: Will fire the EMP launcher to catch Becky and Carol, then fire an AP grenade from her rifle (-2 MAP, has Quick Draw to draw) to blast the guards and the elevator door, then move into the elevator shaft.

EMP Launcher: 1d12+6 Shooting normally, -2 MAP = 1d12+4
Shooting [dice]9[/dice] = Hit with a raise
Wild [dice]10[/dice]
Damage vs Borgs' Toughness 15 [dice]13[/dice] + [dice]14[/dice] = Ace! [dice]15[/dice] = Shaken
Benny to Reroll Damage [dice]16[/dice] + [dice]17[/dice] = 16
Benny to Reroll Damage [dice]18[/dice] + [dice]19[/dice] = Ace! [dice]22[/dice] = Shaken + wound, so shut down

Grenade Launcher: 1d12+6 Shooting normally, -2 MAP = 1d12+4
Shooting [dice]11[/dice] = Hit with a raise
Wild [dice]12[/dice]
Damage vs. guards and door [dice]20[/dice] + [dice]21[/dice] = 17 damage, AP 8, kills guards and hopefully blasts the door.
Cantrell twitches as Libertas sticks her with the anti-toxin. Whatever it is, between that and her nanite cyberware, she feels nothing but a little passing vertigo from the poison. She sees Libertas go to one knee, then bound out of the room, and follows after, shoving an elbow out as the door starts to close and forcing it far enough apart to let her step through.

The room is in chaos. Libertas hits Sharp with some sort of bad juju from that creepy-looking staff of his, commanding the chief asshole to go after his own men. Before Sharp can so much as blink, Jitters has stuck him with a vibro-sword in a fatal sort of way.

So much for playing the hero with a dragon-killing knife, she thinks. But truth be told, I'll take competent comrades over personal glory. Any day of the week.

Then she catches sight of the elevator door closing on Llyboc's shit-eating grin, and the need for some vengeance-dealing rears its head again.

"Sorry ladies," she says as she fires a round from her EMP launcher, scrambling the circuits of the scantily-clad Becky and Carol. Stepping over the bodies (Becky-6 is still chattering endlessly about lip gloss and some "ratchet bitch" in housecleaning), Cantrell brings up her rifle and fires an armor-piercing grenade at the elevator door. The blast conveniently takes out the guards to either side of the door, leaving no one in her way as Cantrell strides forward and leaps into the smoking elevator shaft.
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
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Maximilian
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Re: Part 3.2 SoD Xenith Base: Trapped in a Room

Post by Maximilian »

Max commits acts of violence
Joker! Shooting laser rifle at left guard on left side of room, -2 MAP
[dice]0[/dice]

Damage with raise
[dice]4[/dice]

2 Ace damage
[dice]6[/dice]

1 more ace damage - add 2 for joker
[dice]9[/dice]

WD Shooting
[dice]1[/dice]

Shooting HE grenade at 2 guards in front of balcony
[dice]2[/dice]

WD Shooting
[dice]3[/dice]

Benny EE grenade shot with Elan & prior
[dice]5[/dice]

Damage from HE grenade with raise
[dice]7[/dice]
[dice]8[/dice]

Benny reroll damage from HE grenade with Elan and raise - add Joker, =16 damage (shaken with raise = dead guards)
[dice]10[/dice]
[dice]11[/dice]
You could almost feel things about to go sideways. The antitoxin is proof against whatever mickey they tried to slip him. Max is quick on the trigger, but not quick enough to get Lyboc. He clicks off a grenade, blowing through the balcony doors and sending shrapnel and shock into the two guards next to it, then a speedy reacquistion to the guards on the opposite side of the room from Lyboc's door. The laser bolt blasts right through the guard's neck at a weak spot in the armor, ventilating him permanently. A strange smell assaults his nose. "I think these guys are all dragons! Kill 'em quick before they morph! Mikey, who the hell are you inviting to dinner?!"
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Jude Maverick
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Re: Part 3.2 SoD Xenith Base: Trapped in a Room

Post by Jude Maverick »

Notice 2
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Common Knowledge 10
Notice [dice]2[/dice]
Wild [dice]3[/dice]
***
HJ Education roll 5 - Linguist edge!
[dice]4[/dice]
Vigor 9 Raise
Vigor [dice]5[/dice]
Wild [dice]6[/dice]
Extra Effort/Elan [dice]7[/dice]
Streetwise to recall The Family 5
No Charisma/Renown
Streetwise [dice]12[/dice]
Wild [dice]13[/dice]
“Thank you, Big Boss,” Jude told Mikey when he had the room storing their gear unlocked for them. “We appreciate your show of trust.” He looked between Cantrell and Mikey, but made no move to get up from the table to get his gear.

Nici rose out of her seat slightly, glancing at the room, but finishing the meal would be awkward in SAMAS power armor, so she sat back down again.

"Hey, Big Boss Mikey, I got a proposition for you. How about after dinner and dessert is done, I fight your best fighter, traditional Greco-Roman style, with both of my arms tied behind my back!” Jitters said.

Jude frowned. “I’m not sure that’s how Greco-Romans wrestled…” he said. Though what did he know about whoever the Greco-Romans were. “Nevermind. That could be interesting.”

Jude reached for his glass of champagne when Mikey Danger started jabbering drunkenly. And then people started falling over.

Nici too seemed uncharacteristically pale and sweaty. Her brow seemed drenched. ” Michael? Oh, the room... Spinning... I am getting married to the love of my life!” She wildly exclaimed her proclamation and fell down, breathing rapidly.

“Nici!” Jude exclaimed, catching his sister, cradling her in his arms. “What did you do to them?” He looked accusingly at Ross Sharp.

Ross just laughed, and the guard by the door sealed the gear room and removed his helmet.

“Lyboc!” Jude exclaimed in surprise. “You sons of bitches! If you’ve killed her, so help me…”

Jude’s vision swam as the poison took effect. But suddenly Akadia was whispering something, and he felt the prick of a needle in his thigh. His head cleared almost instantly even as Carol and her friend Becky arrived and seemed to fall under some kind of programming from Sharp.

Jude struggles through the haze of the poison, even as it is clearing his system. Jitters is already moving, hacking into Ross Sharp as Jude’s hand manages to find his rifle.

Jitters hacked Sharp to pieces as the missing cyber-knight emerged from the restroom. “Oh, for fuck’s sake!” Jude muttered, easing Nici to the floor and out of any line of fire. “Stay down!” he told his sister. Then he grabbed Mikey’s and George’s ankles under the table and pulled. They crashed to the floor as well. They would probably be bruised, and maybe concussed, but they would be alive. He hoped.

Cantrell blasted Carol and Becky, and then the two guards at the elevator before going after Lyboc.

“Leave some of him for me!” Jude shouted after her, ducking as Max managed to down the two guards at the balcony.

Jude spun around and leveled his rifle at the closest guards behind him, by the gear room door, the J-11 set on ion.
Shooting 11 Raise
+2 Ion, +2 Marksman
Shooting [dice]8[/dice]
Wild [dice]9[/dice]
Damage 25
Raise
[dice]10[/dice]
Aces [dice]11[/dice]
Jude’s blast took off the top half of the guard’s body, and just the guard’s legs slumped to the floor.

***
Conditions
Jude Maverick Character Sheet
Current Toughness: 8 + Battle Hardened clothes
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
Battle Hardened: +2 Soak
Brave: +2 Fear
Command: +1 to troops recovering from being Shaken.
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 15/15 PPE
Rifle Ammo: 48 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 9/6
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
  • Get a Clue: Play this card for a clue from the Game Master for some advice or a hint on how to resolve a current predicament or problem.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Dressed to Kill: Your hero dresses up, is “on” for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current “scene.”


Mission Objectives
Investigate disappearance of Whykin. Question Hyperion corps about disappearance of Whykin. Save Whykin from poison.
Sent by temporal ghost Bane to Dweomer to retrieve the Valent Blade to cut Earth off from bad timey-wimey stuff caused by all the temporal mucking..
Get something that belongs to Lord Dunscon.
Trade caravan with dog boy crazies to Stormspire.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Pender Lumkiss
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Posts: 3648
Joined: Thu Mar 09, 2017 9:00 pm

Re: Part 3.2 SoD Xenith Base: Trapped in a Room

Post by Pender Lumkiss »

They Were All Dragons!
Pender Lumkiss wrote:
Inside Craig Sharp’s Head
Damn, all of us are almost dead. Grenades and lasers flying everywhere. Good thing this room doubles as a bunker. That crazy just killed my older brother too! Ross was a real wild card and had a bit of a monologeur streak in him. Fortunately my brother and I, the only two Sharp’s left from our dragon brood, are more pragmatic... Fuck the bodies are morphing back we need to get out of here, best to stick close to the dog on our way out. The crazy and maverick might muder us! Although that staff the TW has... Focus Craig focus.
The two gaurds look at each other and run for the blasted and charred balcony, pass close to Max but heed him no mind as 6 flame wind dragons all over 25 feet tall weighing in at 2500 pounds fill out the room. Their leader, the Sharp Jitter’s diced, morphs into a far greater sized dragon split into peices of course. Over 35 feet in length and 3000 pounds. What does this mean for the overly large dinning room? It is filled to more than capacity and with dragon flesh, armored hide, muscle, blood, faces and bones!!! All of it cut, chared, exploded, and laser holed.

The two remaining gaurds yell to each other as they try to dodge dragon peices that threaten to squish them and hold them into place, ” Craig, Teleport to the far end of the cave!” They both manage to get out onto the balcony and one vanishes in a crackling of energy teleporting to the far end of the cave(Craig) . It retakes its baby great flame wind form and makes for the exit out, a large half circle opening in the cave.
Craig Sharp
928DAB71-4AF5-4E4A-9928-E2BB0826BB03.jpeg
The other however is not so fortunate. As this masquarading guard finds himself impaled with a psi-sword sticking out of his chest. The guard falls off the balcony dead. Sir Seth Merihk the oath breaker returned grunts calling out to the members of the 13th! ” Get out of the way cause your about to get crushed!!” His psi sword is gleaming and his body looks supercharged with motion. He looks out and down into the large underground cave the dinning room gives way to tracking the large dragon near the exit.
Sir Merihk
A1C11D7F-E282-4BCE-B243-1EC2340ACCD8.png
A1C11D7F-E282-4BCE-B243-1EC2340ACCD8.png (65.98 KiB) Viewed 25243 times
Inside the dining room the beautiful Akaidia deftly scrambles to the top of the dragon mass of blood, bone, and scale that suddenly forms. She is breathing hard but has the ampules of anti-toxin in hand. She is looking into the mess trying to to find the poisoned allies of the 13th. Frantically she calls out, ” I can’t see anyone. Where are they under this mess??” She tosses an ampule of anti-toxin to each hero unaffected by the dragon’s ill timed emergence. ” Find them and apply the anti-toxin to the skin. The injector will do the rest.” The muffled electronic voice of Becky 6 cries out for help making mention of how her current situation ( covered in dragon flesh) bares some kind of reselmblence to a party she once attended. How will the heroes fair against the onslaught of the dead dragons revenge? The next 6 seconds will bare testament to their fates.
Inside the Elevator:
Llyboc closes the elevator door with he and Cantrell inside.
Cantrell
He does not hit the button down. He is sweating profusly and clearly caught a glimpse of what transpired in the actual dinning room, ”Frack Nayda, a fucking dragon. I am sorry for all the pretense but I needed to get close to you. I’ll admit I did not see your end game until the last moment. Ingenious. I have an update to your mission. Straight from the director.” Llyboc pulls out a recording device. He holds it up and says, ” The password is always Swordfish.”

The device starts playing, ”Greetings Agent Cantrell, this is the Director...”

Llyboc looks at you for a moment worried and then sets his jaw. He fires his pump pistol twice into the elevator wall behind Cantrell. ”Nadya, remember this is an omega level assignment. My family, my two boys... Your family left behind, Jude’s family. All of the families in the CS are counting on you. You must find the Valant Blade and you must stop the Family. Remember what the “Director said, they are in Dweomer...” He hits the button to open the Elevator door dropping the smoking recording device. It dings and the doors open having never moved from the top dining room floor. He smiles sadly and speaks softly, ” If you ever find yourself back in Iron Heart please tell my children I died a hero.”
The doors open again after a few seconds. Ding. Llyboc must be pretty incompetent as he must have hit the wrong button and did not move the elevator at all. Llyboc raises his voice taking a swing at Cantrell, His voice is full of vigor and hatred, ” I’ll see you hang Cantrell! I’ll see all of you hang!” He trips with his gun clattering to the floor he falls to one knee. The perfect place for Cantrell to end him.

In Dinning Hall:
Step 1: Agility Roll at -4 or you are smooshed by dragon mass. 1 level of fatigue from bumps and brusies. Strength or agility at -4 to get free ( takes an action) if you get stuck.
Step 2: Fear check Nausa: Vigor roll at -2 or you take a level of fatigue because dragon guts are pretty disgusting
Step 3: Still in “Tactical combat mode”, but its more of a hybrid with a dramatic task. Each character in the dinning room can make a notice or agility check at -2, each success saves 1 NPC from the poison. There are 6 (3 Altara triplets, Mikey Danger, Monkey man Geroge, and Nici Maverick).
  • Note: Players can do other things like go after the last Dragon 50” away. It is 20” off the ground (Which is the drop from the balcony to the cave floor). Toughness 35(16), Parry 6, +2 to hit
—-Woa, what about Max’s detect arcana? From what I understand it is interpreted as a scent, until the armor of those that died were unsealed it was contained. I’ll toss ole Max a benny as I could be wrong. I did pm him about the smell he picked up as he was killing guards.

In the Elevator:
Cantrell’s turn. Finishing move on Llyboc is possible. Still in tactical mode. The way back into the dinning room is completely blocked by a large dragon scale.
Cantrell if the conversation with Llyboc seems disjointed that is true. Its like the messege played was never heard.

GM Dice Rolls
Agility [dice]39841:0[/dice]
Agility [dice]39841:1[/dice]
Agility [dice]39841:2[/dice] wild [dice]39841:3[/dice] benny for EF [dice]39841:4[/dice]
Agility [dice]39841:9[/dice] ace [dice]39841:10[/dice]
Fighting [dice]39841:5[/dice] Wild [dice]39841:6[/dice]
Damage [dice]39841:7[/dice] [dice]39841:8[/dice]+8
Attachments
Largw Cave with exit. Imagine a red dragon near the exit.
Largw Cave with exit. Imagine a red dragon near the exit.
Field Team Six Bennies
3/6
User avatar
Jitters
Posts: 171
Joined: Sun Dec 17, 2017 9:52 pm

Re: Part 3.2 SoD Xenith Base: Trapped in a Room

Post by Jitters »

Notice 4
[dice]0[/dice]
Wild Die [dice]1[/dice]
Wild Die [dice]2[/dice]
+2 from IF
-1 from Wounds
-2 from Exhausted
Common Knowledge 0
[dice]3[/dice]
Wild Die [dice]4[/dice]
Wild Die [dice]5[/dice]
-1 from Race
-1 from Wounds
-2 from Exhausted
Smarts -1
[dice]6[/dice]
Wild Die [dice]7[/dice]
Wild Die [dice]8[/dice]
-1 from Race
-1 from Wounds
-2 from Exhausted
Agility 12
[dice]9[/dice] Ace!
Agility Ace [dice]18[/dice]
Wild Die [dice]10[/dice]
Wild Die [dice]11[/dice]
-4 from Scene
-1 from Wounds
-2 from Exhausted
Vigor for Nausea 8
[dice]12[/dice]
Wild Die [dice]13[/dice]
Wild Die [dice]14[/dice]
-1 from Wounds
-2 from Exhausted
-1 Benny Extra Effort [dice]19[/dice]
Agility for Saving Civillians 6
[dice]15[/dice]
Wild Die [dice]16[/dice]
Wild Die [dice]17[/dice]
-2 for Scene
-2 MAP
Possible Split the Seconds action to save a second person Agility 6
[dice]20[/dice]
Wild Die [dice]21[/dice]
Wild Die [dice]22[/dice]
-2 for Scene
-2 MAP
Notice 7
Ignore this [dice]23[/dice]
Wild Die [dice]24[/dice]
Wild Die [dice]25[/dice]
-2 for Scene
-2 for MAP

-1 Benny Extra Effort [dice]26[/dice]
This Benny will still be used to bump up the Notice roll by the same amount.
Notice 5 + 2 From IF - 2 from Scene - 2 from MAP + 2 from Elan + 2 from EE = 7

Jitters Spidey senses started tingling (previous post Notice check of 16), allowing him to deftly move out of the way of the exploding dragons, jumping from limb to severed limb as the space is suddenly filled with mass that wasn't there moments prior. Guts and viscera are flying all over the place, threatening to cause Jitters to lose the meal he just had, but he was able to force it back down. Jitters sharp eyes spy three vials of Anti-toxin flying through the air, he grabs them with his free hand and spots three separate hands sticking up from the dead dragon flesh of the three Altarans, leaping to their rescue as he shouts "HereIcometosavetheday!MightyMouseisontheway!" He drives his vibro-swords into nearby dead dragon bits (but not deep enough to go all the way through), and using both hands and his tail, administers the Anti-Toxin to all three of the Altarans.
Last edited by Jitters on Wed Aug 01, 2018 4:44 pm, edited 6 times in total.
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Wilk's 237 Laser Pistol (15/30/60, 2d6+1 dmg, RoF 1, AP 2, 16 shots, 3 lbs, Semi-Auto)
JA-11 Energy Rifle (30/60/120, 3d6, RoF 1, AP 2, Shots 60, 7 lbs, Special)
  • As an action, switch to Ion Beam (12/24/48, 1-3d6+1, RoF 1, 0 AP, 10 Shots), or have laser do Mega-Damage (uses 10x the ammo and applies snap fire penalty). Integrated scope offsets up to either -2 points of penalties due to range or lighting (or the lack there of).
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs), Tough Clothes (+1 Toughness), Bandito Arms Branaghan Overcoat (+1 Toughness)
ISP: 20/30
Bennies: 3 Red 5 Regular

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes
Temp Stats
none
Adventure Card
Contact
Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Enemy
Play at the beginning of the game session. A villain of the GM's choice becomes your character's sworn enemy and you may not soak wounds caused directly by him. Starting Now, you draw an extra Adventure Card each game session until the enemy is "retired".
Better You Than Me
Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
User avatar
Libertas Magicum
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Bronze Patron
Posts: 642
Joined: Fri Feb 17, 2017 3:02 pm

Re: Part 3.2 SoD Xenith Base: Trapped in a Room

Post by Libertas Magicum »

Evade Dragon 7, Big Mickey Agility 9, Monkey Man George Agility 7
Reflexive "Avoid the Dragonflesh" Agility roll at -4:
Agility [dice]0[/dice] Ace running total [dice]2[/dice]
Wild Agility [dice]1[/dice]


First Action: Dose Mickey Danger
Second Action: Dose George

Mickey Agility [dice]3[/dice]
Wild Agility [dice]4[/dice]
ACE Running Total [dice]7[/dice]

George Notice [dice]5[/dice]
Wild Notice [dice]6[/dice]
Extra Effort Benny [dice]8[/dice]

Bennies now at 2/2
.
Lib scowls as he realizes Lyboc got away (apparently--he can't see down the hallway due to all the dragonflesh). He jumps to the head of the table, where he sees George barely holding up enough dragonflesh to be able to keep a breathing-hole open for himself and Big Mickey--but they're both looking bad under the effects of the poison. Eyes meet with George, and he nods, injecting Big Mickey first, but his tail also snaps around to apply an injector to George's hand, too.

Nicely done, Lady V's voice intones in his head. Jude was next to his sister, and the psycho has been looking for an opportunity to get touchy with the Altarans all through dinner, I think. Of course, I'm sure your own choice of rescuees was motivated purely by practical considerations, and has nothing to do with the fact that Mickey Danger is now in your debt.

Libertas manages to be honest, in his reply. Eh, six of one, half dozen of the other. If I thought there was a snowball's chance in Hell that Jude wouldn't be able to help Nici, I would've picked her over them. But I honestly think that, if he had to, he'd become psychically active to save her.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Cantrell
Posts: 425
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Re: Part 3.2 SoD Xenith Base: Trapped in a Room

Post by Cantrell »

" ... Swordfish."

Something pops in Cantrell's head again, more fried cyberware, maybe, or a damaged intraneural connector sparking and making the rest of her gray matter quiver. Daggers of ice twist through her brain and her vision swims.

Suddenly she's back in the void, talking to the vestige of Bane trapped there. The words are the same but it's not Bane she's hearing, but someone else. A woman's voice, clipped and authoritative, used to being in control. Cantrell knows it, but a name escapes her.

"You must go to Dweomer and make contact with our agent, there ... disguised, but you will know him by the ... we have recovered a temporal lodestone, which will be delivered to you by another agent, a psi-ghost, before you leave Castle Refuge ... use the stone and retrieve the Valent Blade. It can cut ... You'll also need the ... Dunscon may have it, or one of his lieutenants. The dragon ... is a likely possibility. Her brood, often referred to as the Family, has ties to ... power not been seen since the insurrection. It must not be revived.

Another pop, and Cantrell feels wetness dripping from her nose into her helmet, tastes coppery blood on her lip. Llyboc's in front of her, in the elevator, saying something she didn't catch. Something about dying, and children. He lunges at her, trips and falls to his knees.

"Just go ahead and stay down there. I think it's just about time for you to hit rock bottom," she says, slapping one hand on the button that closes the elevator door before she pumps a fresh grenade into her rifle's underbarrel launcher.

The doors ding as they shut, then bow out a split second later as an explosion rattles the hallway. Metallic screeching follows as the crippled elevator plummets down the shaft before crashing to the bottom, twisted steel and rubble exploding outward onto the cave floor. Nothing recognizable remains in the mangled ruins as Cantrell glides down, her jet pack firing in hover mode, then steps out, covered in soot and vaporized concrete.
For the GM
Did she blast Llyboc into chunky salsa inside the elevator? Did she create cover for him to escape? I'm not sure Cantrell knows ...
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
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Maximilian
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Posts: 548
Joined: Wed Mar 08, 2017 2:37 pm

Re: Part 3.2 SoD Xenith Base: Trapped in a Room

Post by Maximilian »

Amazing Feats of Derring Do
Agility -4 to dodge dragon meat
[dice]0[/dice]

WD Agility
[dice]1[/dice]

Vigor -2 to resist stank
[dice]2[/dice]

WD Vigor
[dice]3[/dice]

Benny EE Vigor with Elan and prior
[dice]6[/dice]

Agility -2 to save some suckers
[dice]4[/dice]

Benny EE Agility with Elan and prior
[dice]7[/dice]

WD Agility
[dice]5[/dice]
Having just helped turn the guards into dead dragon meat, Max does a parkour tap dance on top of the now expanding bodies, bouncing back and forth between scaled legs and a hulking torso. The smell is unpleasant, but he's smelled Jude after a long, late night with that one girl of questionable morals / cleanliness. This barely gives him pause.
He scans the room one more time, hoping to get a bead on either Lyboc or the last guard. Instead, he spots Nicole Maverick, and she is most definitely not feeling well. Nearly crushed under the weight of lifeless dragon meat, the girl is struggling for intermittent gasps of putrid air. He dives towards her, catching an anti-toxin hypo on the way down. Deftly, he jams the lifesaving amp of antidote into the girl's arm. Satisfied the juice is doing what it's supposed to do, he reaches into the dead dragon muck and does his best to pull the lovely Maverick from her predicament. "See, Jude? One minute, you think I'm just a rabid dog who wants to blow your sister out of the sky. Now, here I am, saving her life. Guess I'm not such a bad dog after all, am I?" He winks, and continues working to pull Nicole free.
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Jude Maverick
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Posts: 668
Joined: Tue Feb 28, 2017 6:17 am
Location: Chicago suburbs

Re: Part 3.2 SoD Xenith Base: Trapped in a Room

Post by Jude Maverick »

Notice 6
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Common Knowledge 3
Notice [dice]2[/dice]
Wild [dice]3[/dice]
***
Agility 5
-4 difficulty
Agility [dice]4[/dice]
Wild [dice]5[/dice]
Nausea 9
-2 difficulty, +2 Brave
Vigor [dice]6[/dice]
Wild [dice]7[/dice]
Oh, this is disgusting! Jude thought as he dodged and leapt to avoid getting pinned by the expanding bodies of dead, diced dragons. “Nici!” Jude yelled as he lost sight of his sister. Where was she? He needed to get her the antitoxin!

Jude caught the applicator that Akaidia tossed to him, even as he saw the old cyber-knight. “Sir Merihk?” Jude gasped with surprise. Did that mean Lucretia…?

Jude vaulted over a piece of dragon flesh, sliding down the side, to see Max had already saved his sister.

“I am so setting you up with that dog girl you’re always drooling over,” Jude promised Max. “With me as your wingman, you’ll have puppies by next month. You got her?” Jude gave Nici a worried look.

Nici gave Jude a thumbs up. “Get that bastard Lyboc.”

“Not sure I can, sis. I think Cantrel salsaed him. But there is one getting away.”

Jude flipped the selector switch on his rifle as he ran to the balcony. He dropped to a knee and rested the rifle on the rail, aiming at the dragon that was trying to escape out of the cave entrance at the far end. It was a fairly difficult shot, and Jude wasn’t the best shooter. He also wasn’t sure he’d even be able to hurt the thing, but maybe he could piss it off enough that it would come back and one of the more combat capable members of the team could take him down.

Jude steadied his breathing, cleared his mind, and pulled the trigger.
Shooting 9; Raise
-2 range, offset by scope; -2 Snapfire, +2 size
Shooting [dice]8[/dice]
Wild [dice]9[/dice]
Ace [dice]10[/dice]
Extra Effort [dice]11[/dice]
Damage 16 AP 2 MD
Raise, AP2, MD
[dice]12[/dice]
Ace [dice]13[/dice]
Jude watched his shot catch the dragon just under the wing. The great beast’s flight wobbled slightly, but he continued on toward the mouth of the cave with not a scratch.

“Damn it!” Jude cursed.

***
Conditions
Jude Maverick Character Sheet
Current Toughness: 8 + Battle Hardened clothes
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
Battle Hardened: +2 Soak
Brave: +2 Fear
Command: +1 to troops recovering from being Shaken.
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 15/15 PPE
Rifle Ammo: 38 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 8/6
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
  • Get a Clue: Play this card for a clue from the Game Master for some advice or a hint on how to resolve a current predicament or problem.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Dressed to Kill: Your hero dresses up, is “on” for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current “scene.”


Mission Objectives
Investigate disappearance of Whykin. Question Hyperion corps about disappearance of Whykin. Save Whykin from poison.
Sent by temporal ghost Bane to Dweomer to retrieve the Valent Blade to cut Earth off from bad timey-wimey stuff caused by all the temporal mucking..
Get something that belongs to Lord Dunscon.
Trade caravan with dog boy crazies to Stormspire.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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